//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _TERRDATA_H_ #define _TERRDATA_H_ #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef __RESOURCE_H__ #include "core/resource.h" #endif #ifndef _RENDERPASSMANAGER_H_ #include "renderInstance/renderPassManager.h" #endif #ifndef _TSIGNAL_H_ #include "core/util/tSignal.h" #endif #ifndef _TERRFILE_H_ #include "terrain/terrFile.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif #ifndef TERRAINASSET_H #include "T3D/assets/TerrainAsset.h" #endif #ifndef _CONVEX_H_ #include "collision/convex.h" #endif class GBitmap; class TerrainBlock; class TerrCell; class PhysicsBody; class TerrainCellMaterial; class TerrainBlock : public SceneObject { typedef SceneObject Parent; friend class TerrainEditor; friend class TerrainCellMaterial; protected: enum { TransformMask = Parent::NextFreeMask, FileMask = Parent::NextFreeMask << 1, SizeMask = Parent::NextFreeMask << 2, MaterialMask = Parent::NextFreeMask << 3, HeightMapChangeMask = Parent::NextFreeMask << 4, MiscMask = Parent::NextFreeMask << 5, NextFreeMask = Parent::NextFreeMask << 6, }; public: enum BaseTexFormat { NONE, DDS, PNG }; static const char* formatToExtension(BaseTexFormat format) { switch (format) { case DDS: return "dds"; case PNG: return "png"; default: return ""; } }; protected: Box3F mBounds; /// GBitmap *mLightMap; /// The lightmap dimensions in pixels. U32 mLightMapSize; /// The lightmap texture. GFXTexHandle mLightMapTex; /// The terrain data file. Resource mFile; /// The TerrainFile CRC sent from the server. U32 mCRC; /// StringTableEntry mTerrFileName; AssetPtr mTerrainAsset; StringTableEntry mTerrainAssetId; /// The maximum detail distance found in the material list. F32 mMaxDetailDistance; /// Vector mBaseTextures; GFXTextureArrayHandle mDetailTextureArray; GFXTextureArrayHandle mMacroTextureArray; GFXTextureArrayHandle mNormalTextureArray; GFXTextureArrayHandle mOrmTextureArray; /// GFXTexHandle mLayerTex; /// The shader used to generate the base texture map. GFXShaderRef mBaseShader; /// GFXStateBlockRef mBaseShaderSB; /// GFXShaderConstBufferRef mBaseShaderConsts; /// GFXShaderConstHandle *mBaseTexScaleConst; GFXShaderConstHandle *mBaseTexIdConst; GFXShaderConstHandle *mBaseLayerSizeConst; /// GFXTextureTargetRef mBaseTarget; /// The base texture. GFXTexHandle mBaseTex; /// bool mDetailsDirty; /// bool mLayerTexDirty; /// The desired size for the base texture. U32 mBaseTexSize; BaseTexFormat mBaseTexFormat; /// TerrCell *mCell; /// The shared base material which is used to render /// cells that are outside the detail map range. TerrainCellMaterial *mBaseMaterial; /// A dummy material only used for shadow /// material generation. BaseMatInstance *mDefaultMatInst; F32 mSquareSize; PhysicsBody *mPhysicsRep; U32 mScreenError; /// The shared primitive buffer used in rendering. GFXPrimitiveBufferHandle mPrimBuffer; /// The cells used in the last render pass /// when doing debug rendering. /// @see _renderDebug Vector mDebugCells; /// Set to enable debug rendering of the terrain. It /// is exposed to the console via $terrain::debugRender. static bool smDebugRender; /// Allows the terrain to cast shadows onto itself and other objects. bool mCastShadows; /// A global LOD scale used to tweak the default /// terrain screen error value. static F32 smLODScale; /// A global detail scale used to tweak the /// material detail distances. static F32 smDetailScale; /// True if the zoning needs to be recalculated for the terrain. bool mZoningDirty; /// Holds the generated convex list stuff for this terrain Convex mTerrainConvexList; String _getBaseTexCacheFileName() const; void _rebuildQuadtree(); void _updatePhysics(); void _renderBlock( SceneRenderState *state ); void _renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); /// The callback used to get texture events. /// @see GFXTextureManager::addEventDelegate void _onTextureEvent( GFXTexCallbackCode code ); /// Used to release terrain materials when /// the material manager flushes them. /// @see MaterialManager::getFlushSignal void _onFlushMaterials(); /// bool _initBaseShader(); /// void _updateMaterials(); /// void _updateBaseTexture( bool writeToCache ); void _updateLayerTexture(); void _updateBounds(); void _onZoningChanged( SceneZoneSpaceManager *zoneManager ); void _updateZoning(); // Protected fields static bool _setTerrainFile( void *obj, const char *index, const char *data ); static bool _setTerrainAsset(void* obj, const char* index, const char* data); static bool _setSquareSize( void *obj, const char *index, const char *data ); static bool _setBaseTexSize(void *obj, const char *index, const char *data); static bool _setBaseTexFormat(void *obj, const char *index, const char *data); static bool _setLightMapSize( void *obj, const char *index, const char *data ); public: enum { LightmapUpdate = BIT(0), HeightmapUpdate = BIT(1), LayersUpdate = BIT(2), EmptyUpdate = BIT(3) }; static Signal smUpdateSignal; /// bool import( const GBitmap &heightMap, F32 heightScale, F32 metersPerPixel, const Vector &layerMap, const Vector &materials, bool flipYAxis = true ); #ifdef TORQUE_TOOLS bool exportHeightMap( const UTF8 *filePath, const String &format ) const; bool exportLayerMaps( const UTF8 *filePrefix, const String &format ) const; #endif public: TerrainBlock(); virtual ~TerrainBlock(); U32 getCRC() const { return(mCRC); } Resource getFile() const { return mFile; }; bool onAdd(); void onRemove(); void onEditorEnable(); void onEditorDisable(); /// Adds a new material as the top layer or /// inserts it at the specified index. void addMaterial( const String &name, U32 insertAt = -1 ); /// Removes the material at the index. void removeMaterial( U32 index ); /// Updates the material at the index. void updateMaterial( U32 index, const String &name ); /// Deletes all the materials on the terrain. void deleteAllMaterials(); void setMaterialsDirty() { mDetailsDirty = true; }; //void setMaterialName( U32 index, const String &name ); /// Accessors and mutators for TerrainMaterialUndoAction. /// @{ const Vector& getMaterials() const { return mFile->mMaterials; } const Vector& getLayerMap() const { return mFile->mLayerMap; } void setMaterials( const Vector &materials ) { mFile->mMaterials = materials; } void setLayerMap( const Vector &layers ) { mFile->mLayerMap = layers; } /// @} TerrainMaterial* getMaterial( U32 index ) const; const char* getMaterialName( U32 index ) const; U32 getMaterialCount() const; GFXTextureArrayHandle getDetailTextureArray() const { return mDetailTextureArray; } GFXTextureArrayHandle getMacroTextureArray() const { return mMacroTextureArray; } GFXTextureArrayHandle getNormalTextureArray() const { return mNormalTextureArray; } GFXTextureArrayHandle getOrmTextureArray() const { return mOrmTextureArray; } //BaseMatInstance* getMaterialInst( U32 x, U32 y ); void setHeight( const Point2I &pos, F32 height ); F32 getHeight( const Point2I &pos ); // Performs an update to the selected range of the terrain // grid including the collision and rendering structures. void updateGrid( const Point2I &minPt, const Point2I &maxPt, bool updateClient = false ); void updateGridMaterials( const Point2I &minPt, const Point2I &maxPt ); Point2I getGridPos( const Point3F &worldPos ) const; /// This returns true and the terrain z height for /// a 2d position in the terrains object space. /// /// If the terrain at that point is within an empty block /// or the 2d position is outside of the terrain area then /// it returns false. /// bool getHeight( const Point2F &pos, F32 *height ) const; void getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const; /// This returns true and the terrain normal for a /// 2d position in the terrains object space. /// /// If the terrain at that point is within an empty block /// or the 2d position is outside of the terrain area then /// it returns false. /// bool getNormal( const Point2F &pos, Point3F *normal, bool normalize = true, bool skipEmpty = true ) const; /// This returns true and the smoothed terrain normal // for a 2d position in the terrains object space. /// /// If the terrain at that point is within an empty block /// or the 2d position is outside of the terrain area then /// it returns false. /// bool getSmoothNormal( const Point2F &pos, Point3F *normal, bool normalize = true, bool skipEmpty = true ) const; /// This returns true and the terrain normal and z height /// for a 2d position in the terrains object space. /// /// If the terrain at that point is within an empty block /// or the 2d position is outside of the terrain area then /// it returns false. /// bool getNormalAndHeight( const Point2F &pos, Point3F *normal, F32 *height, bool normalize = true ) const; /// This returns true and the terrain normal, z height, and /// material name for a 2d position in the terrains object /// space. /// /// If the terrain at that point is within an empty block /// or the 2d position is outside of the terrain area then /// it returns false. /// bool getNormalHeightMaterial( const Point2F &pos, Point3F *normal, F32 *height, StringTableEntry &matName ) const; // only the editor currently uses this method - should always be using a ray to collide with bool collideBox( const Point3F &start, const Point3F &end, RayInfo* info ) { return castRay( start, end, info ); } /// void setLightMap( GBitmap *newLightMap ); /// Fills the lightmap with white. void clearLightMap(); /// Retuns the dimensions of the light map. U32 getLightMapSize() const { return mLightMapSize; } const GBitmap* getLightMap() const { return mLightMap; } GBitmap* getLightMap() { return mLightMap; } /// GFXTextureObject* getLightMapTex(); public: bool setFile( const FileName& terrFileName ); void setFile(const Resource& file); bool setTerrainAsset(const StringTableEntry terrainAssetId); bool save(const char* filename); bool saveAsset(); F32 getSquareSize() const { return mSquareSize; } /// Returns the dimensions of the terrain in world space. F32 getWorldBlockSize() const { return mSquareSize * (F32)mFile->mSize; } /// Retuns the dimensions of the terrain in samples. U32 getBlockSize() const { return mFile->mSize; } U32 getScreenError() const { return smLODScale * mScreenError; } // SceneObject void setTransform( const MatrixF &mat ); void setScale( const VectorF &scale ); void prepRenderImage ( SceneRenderState* state ); void buildConvex(const Box3F& box,Convex* convex); bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere); bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); bool castRayI(const Point3F &start, const Point3F &end, RayInfo* info, bool emptyCollide); bool castRayBlock( const Point3F &pStart, const Point3F &pEnd, const Point2I &blockPos, U32 level, F32 invDeltaX, F32 invDeltaY, F32 startT, F32 endT, RayInfo *info, bool collideEmpty ); const StringTableEntry getTerrainFile() const { return mTerrFileName; } void postLight(Vector &terrBlocks) {}; DECLARE_CONOBJECT(TerrainBlock); static void initPersistFields(); U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream); void unpackUpdate(NetConnection *conn, BitStream *stream); void inspectPostApply(); virtual void getUtilizedAssets(Vector* usedAssetsList); const StringTableEntry getTerrain() const { if (mTerrainAsset && (mTerrainAsset->getTerrainFilePath() != StringTable->EmptyString())) return mTerrainAsset->getTerrainFilePath(); else if (mTerrainAssetId != StringTable->EmptyString()) return mTerrainAssetId; else if (mTerrFileName != StringTable->EmptyString()) return mTerrFileName; else return StringTable->EmptyString(); } const StringTableEntry getTerrainAssetId() const { if (mTerrainAssetId != StringTable->EmptyString()) return mTerrainAssetId; else return StringTable->EmptyString(); } bool _setTerrain(StringTableEntry terrain) { if (terrain == StringTable->EmptyString()) return false; if (AssetDatabase.isDeclaredAsset(terrain)) setTerrainAsset(terrain); else mTerrFileName = terrain; return true; } bool renameTerrainMaterial(StringTableEntry oldMatName, StringTableEntry newMatName); S32 getTerrainMaterialCount() { if (mFile) return mFile->mMaterials.size(); return 0; } StringTableEntry getTerrainMaterialName(S32 index) { if (mFile) return mFile->mMaterials[index]->getInternalName(); return StringTable->EmptyString(); } protected: bool mUpdateBasetex; bool mIgnoreZodiacs; U16* zode_primBuffer; void deleteZodiacPrimitiveBuffer(); public: const U16* getZodiacPrimitiveBuffer(); }; #endif // _TERRDATA_H_