//----------------------------------------------------------------------------- // 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" TerrainScratchPad gTerrainScratchPad; //------------------------------------------------------------------------------ bool TerrainAction::isValid(GridInfo tile) { 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; if (slopeLimit) { p.x = tile.mGridPoint.gridPos.x * squareSize; p.y = tile.mGridPoint.gridPos.y * squareSize; if (!terrain->getNormal(p, &norm, true)) return false; if (norm.z > minSlope || norm.z < maxSlope) return false; } if (tile.mHeight < mTerrainEditor->mTileMinHeight || tile.mHeight > mTerrainEditor->mTileMaxHeight) return false; return true; } 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 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; for( U32 i = 0; i < sel->size(); i++ ) { GridInfo &inf = (*sel)[i]; if (!isValid(inf)) 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(sel); if ( !brush ) return; if ( type == End ) return; Point2I brushPos = brush->getPosition(); GridPoint brushGridPoint = brush->getGridPoint(); Vector 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++ ) { if (!isValid((*sel)[i])) continue; 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(sel); if(!brush) return; if ( type == End ) return; Point2I brushPos = brush->getPosition(); GridPoint brushGridPoint = brush->getGridPoint(); Vector 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++) { if (!isValid((*sel)[i])) continue; 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++) { if (!isValid((*sel)[i])) continue; 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; if (!isValid(inf)) 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++) { if (!isValid((*sel)[i])) continue; 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++) { if (!isValid((*sel)[i])) continue; 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++ ) { if (!isValid((*sel)[i])) continue; 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; if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight) (*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight; if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight) (*sel)[i].mHeight = mTerrainEditor->mTileMinHeight; mTerrainEditor->setGridInfo((*sel)[i]); } mTerrainEditor->scheduleGridUpdate(); } } void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type) { // If this is the ending // mouse down event, then // update the noise values. TerrainBlock* tblock = mTerrainEditor->getActiveTerrain(); if (!tblock) return; F32 selRange = sel->getMaxHeight()-sel->getMinHeight(); F32 avg = sel->getAvgHeight(); if (selChanged) { F32 heightDiff = 0; for (U32 i = 0; i < sel->size(); i++) { if (!isValid((*sel)[i])) continue; mTerrainEditor->getUndoSel()->add((*sel)[i]); F32 bias = ((*sel)[i].mHeight - avg) / selRange; F32 nudge = mRandF(-mTerrainEditor->getBrushPressure(), mTerrainEditor->getBrushPressure()); F32 heightTarg = mRoundF((*sel)[i].mHeight - bias * nudge, mTerrainEditor->getBrushPressure() * 2.0f) ; heightDiff = heightTarg - (*sel)[i].mHeight; (*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight; if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight) (*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight; if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight) (*sel)[i].mHeight = mTerrainEditor->mTileMinHeight; mTerrainEditor->setGridInfo((*sel)[i]); } mTerrainEditor->scheduleGridUpdate(); } } void HydraulicErosionAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type) { // If this is the ending // mouse down event, then // update the noise values. TerrainBlock* tblock = mTerrainEditor->getActiveTerrain(); if (!tblock) return; F32 selRange = sel->getMaxHeight() - sel->getMinHeight(); F32 avg = sel->getAvgHeight(); if (selChanged) { F32 heightDiff = 0; const F32 squareSize = tblock->getSquareSize(); for (U32 i = 0; i < sel->size(); i++) { if (!isValid((*sel)[i])) continue; mTerrainEditor->getUndoSel()->add((*sel)[i]); Point2F p; Point3F norm; p.x = (*sel)[i].mGridPoint.gridPos.x * squareSize; p.y = (*sel)[i].mGridPoint.gridPos.y * squareSize; tblock->getNormal(p, &norm, true); F32 bias = mPow(norm.z,3.0f) * ((*sel)[i].mHeight - avg) / selRange; F32 nudge = mRandF(-mTerrainEditor->getBrushPressure(), mTerrainEditor->getBrushPressure()); heightDiff = bias * (-(*sel)[i].mHeight + bias * nudge) / tblock->getObjBox().len_z() * 2.0; (*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight; if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight) (*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight; if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight) (*sel)[i].mHeight = mTerrainEditor->mTileMinHeight; mTerrainEditor->setGridInfo((*sel)[i]); } mTerrainEditor->scheduleGridUpdate(); } } void TerrainScratchPad::addTile(F32 height, U8 material) { mContents.push_back(new gridStub(height, material)); mBottom = mMin(height, mBottom); mTop = mMax(height, mTop); }; void TerrainScratchPad::clear() { for (U32 i = 0; i < mContents.size(); i++) delete(mContents[i]); mContents.clear(); mBottom = F32_MAX; mTop = F32_MIN_EX; } void copyAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type) { gTerrainScratchPad.clear(); for (U32 i=0;isize();i++) { if (isValid((*sel)[i])) gTerrainScratchPad.addTile((*sel)[i].mHeight, (*sel)[i].mMaterial); else gTerrainScratchPad.addTile(0, 0); } } void pasteAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type) { if (gTerrainScratchPad.size() == 0) return; if (gTerrainScratchPad.size() != sel->size()) return; if (type != Begin) return; for (U32 i = 0; i < sel->size(); i++) { if (isValid((*sel)[i])) { mTerrainEditor->getUndoSel()->add((*sel)[i]); (*sel)[i].mHeight = gTerrainScratchPad[i]->mHeight; (*sel)[i].mMaterial = gTerrainScratchPad[i]->mMaterial; mTerrainEditor->setGridInfo((*sel)[i]); } } mTerrainEditor->scheduleGridUpdate(); mTerrainEditor->scheduleMaterialUpdate(); } void pasteUpAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type) { if (gTerrainScratchPad.size() == 0) return; if (gTerrainScratchPad.size() != sel->size()) return; if (type != Begin) return; F32 floor = F32_MAX; for (U32 i = 0; i < sel->size(); i++) { floor = mMin((*sel)[i].mHeight, floor); } for (U32 i = 0; i < sel->size(); i++) { if (isValid((*sel)[i])) { mTerrainEditor->getUndoSel()->add((*sel)[i]); (*sel)[i].mHeight = gTerrainScratchPad[i]->mHeight - gTerrainScratchPad.mBottom + floor; (*sel)[i].mMaterial = gTerrainScratchPad[i]->mMaterial; mTerrainEditor->setGridInfo((*sel)[i]); } } mTerrainEditor->scheduleGridUpdate(); mTerrainEditor->scheduleMaterialUpdate(); } void pasteDownAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type) { if (gTerrainScratchPad.size() == 0) return; if (gTerrainScratchPad.size() != sel->size()) return; if (type != Begin) return; F32 ceiling = F32_MIN_EX; for (U32 i = 0; i < sel->size(); i++) { ceiling = mMax((*sel)[i].mHeight, ceiling); } for (U32 i = 0; i < sel->size(); i++) { if (isValid((*sel)[i])) { mTerrainEditor->getUndoSel()->add((*sel)[i]); (*sel)[i].mHeight = gTerrainScratchPad[i]->mHeight - gTerrainScratchPad.mTop + ceiling; (*sel)[i].mMaterial = gTerrainScratchPad[i]->mMaterial; mTerrainEditor->setGridInfo((*sel)[i]); } } mTerrainEditor->scheduleGridUpdate(); mTerrainEditor->scheduleMaterialUpdate(); } 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() { docsURL; 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 ); }