terrImport.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321
  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. #include "T3D/Scene.h"
  32. using namespace Torque;
  33. DefineEngineStaticMethod( TerrainBlock, createNew, S32, (String terrainName, U32 resolution, String materialName, bool genNoise),,
  34. "" )
  35. {
  36. Vector<String> materials;
  37. materials.push_back( materialName );
  38. TerrainBlock *terrain = new TerrainBlock();
  39. // We create terrains based on level name. If the user wants to rename the terrain names; they have to
  40. // rename it themselves in their file browser. The main reason for this is so we can easily increment for ourselves;
  41. // and because its too easy to rename the terrain object and forget to take care of the terrain filename afterwards.
  42. String terrainDirectory( Con::getVariable( "$pref::Directories::Terrain" ) );
  43. if ( terrainDirectory.isEmpty() )
  44. {
  45. terrainDirectory = "data/terrains/";
  46. }
  47. String terrFileName = terrainDirectory + "/" + terrainName + ".ter";
  48. TerrainFile::create( &terrFileName, resolution, materials );
  49. if( !terrain->setFile( terrFileName ) )
  50. {
  51. Con::errorf( "TerrainBlock::createNew - error creating '%s'", terrFileName.c_str() );
  52. delete terrain;
  53. return 0;
  54. }
  55. terrain->setPosition( Point3F( 0, 0, 0 ) );
  56. const U32 blockSize = terrain->getBlockSize();
  57. if ( genNoise )
  58. {
  59. TerrainFile *file = terrain->getFile();
  60. Vector<F32> floatHeights;
  61. floatHeights.setSize( blockSize * blockSize );
  62. Noise2D noise;
  63. noise.setSeed( 134208587 );
  64. // Set up some defaults.
  65. const F32 octaves = 3.0f;
  66. const U32 freq = 4;
  67. const F32 roughness = 0.0f;
  68. noise.fBm( &floatHeights, blockSize, freq, 1.0f - roughness, octaves );
  69. F32 height = 0;
  70. F32 omax, omin;
  71. noise.getMinMax( &floatHeights, &omin, &omax, blockSize );
  72. const F32 terrscale = 300.0f / (omax - omin);
  73. for ( S32 y = 0; y < blockSize; y++ )
  74. {
  75. for ( S32 x = 0; x < blockSize; x++ )
  76. {
  77. // Very important to subtract the min
  78. // noise value when using the noise functions
  79. // for terrain, otherwise floatToFixed() will
  80. // wrap negative values to U16_MAX, creating
  81. // a very ugly terrain.
  82. height = (floatHeights[ x + (y * blockSize) ] - omin) * terrscale + 30.0f;
  83. file->setHeight( x, y, floatToFixed( height ) );
  84. }
  85. }
  86. terrain->updateGrid( Point2I::Zero, Point2I( blockSize, blockSize ) );
  87. terrain->updateGridMaterials( Point2I::Zero, Point2I( blockSize, blockSize ) );
  88. }
  89. terrain->registerObject( terrainName.c_str() );
  90. // Add to mission group!
  91. Scene* scene = Scene::getRootScene();
  92. if(scene)
  93. scene->addObject( terrain );
  94. return terrain->getId();
  95. }
  96. DefineEngineStaticMethod( TerrainBlock, import, S32, (S32 terrainObjectId, String heightMapFile, F32 metersPerPixel, F32 heightScale, String opacityLayerFiles, String materialsStr, bool flipYAxis), (true),
  97. "" )
  98. {
  99. // First load the height map and validate it.
  100. Resource<GBitmap> heightmap = GBitmap::load(heightMapFile);
  101. if ( !heightmap )
  102. {
  103. Con::errorf( "Heightmap failed to load!" );
  104. return 0;
  105. }
  106. U32 terrSize = heightmap->getWidth();
  107. U32 hheight = heightmap->getHeight();
  108. if ( terrSize != hheight || !isPow2( terrSize ) )
  109. {
  110. Con::errorf( "Height map must be square and power of two in size!" );
  111. return 0;
  112. }
  113. else if ( terrSize < 128 || terrSize > 4096 )
  114. {
  115. Con::errorf( "Height map must be between 128 and 4096 in size!" );
  116. return 0;
  117. }
  118. U32 fileCount = StringUnit::getUnitCount(opacityLayerFiles, "\n" );
  119. Vector<U8> layerMap;
  120. layerMap.setSize( terrSize * terrSize );
  121. {
  122. Vector<GBitmap*> bitmaps;
  123. for ( U32 i = 0; i < fileCount; i++ )
  124. {
  125. String fileNameWithChannel = StringUnit::getUnit(opacityLayerFiles, i, "\n" );
  126. String fileName = StringUnit::getUnit( fileNameWithChannel, 0, "\t" );
  127. String channel = StringUnit::getUnit( fileNameWithChannel, 1, "\t" );
  128. if ( fileName.isEmpty() )
  129. continue;
  130. if ( !channel.isEmpty() )
  131. {
  132. // Load and push back the bitmap here.
  133. Resource<GBitmap> opacityMap = ResourceManager::get().load( fileName );
  134. if ( terrSize != opacityMap->getWidth() || terrSize != opacityMap->getHeight() )
  135. {
  136. Con::errorf( "The opacity map '%s' doesn't match height map size!", fileName.c_str() );
  137. return 0;
  138. }
  139. // Always going to be one channel.
  140. GBitmap *opacityMapChannel = new GBitmap( terrSize,
  141. terrSize,
  142. false,
  143. GFXFormatA8 );
  144. if ( opacityMap->getBytesPerPixel() > 1 )
  145. {
  146. if ( channel.equal( "R", 1 ) )
  147. opacityMap->copyChannel( 0, opacityMapChannel );
  148. else if ( channel.equal( "G", 1 ) )
  149. opacityMap->copyChannel( 1, opacityMapChannel );
  150. else if ( channel.equal( "B", 1 ) )
  151. opacityMap->copyChannel( 2, opacityMapChannel );
  152. else if ( channel.equal( "A", 1 ) )
  153. opacityMap->copyChannel( 3, opacityMapChannel );
  154. bitmaps.push_back( opacityMapChannel );
  155. }
  156. else
  157. {
  158. opacityMapChannel->copyRect( opacityMap, RectI( 0, 0, terrSize, terrSize ), Point2I( 0, 0 ) );
  159. bitmaps.push_back( opacityMapChannel );
  160. }
  161. }
  162. }
  163. // Ok... time to convert all this opacity layer
  164. // mess to the layer index map!
  165. U32 layerCount = bitmaps.size() - 1;
  166. U32 layer, lastValue;
  167. U8 value;
  168. for ( U32 i = 0; i < terrSize * terrSize; i++ )
  169. {
  170. // Find the greatest layer.
  171. layer = lastValue = 0;
  172. for ( U32 k=0; k < bitmaps.size(); k++ )
  173. {
  174. value = bitmaps[k]->getBits()[i];
  175. if ( value >= lastValue )
  176. {
  177. layer = k;
  178. lastValue = value;
  179. }
  180. }
  181. // Set the layer index.
  182. layerMap[i] = getMin( layer, layerCount );
  183. }
  184. // Cleanup the bitmaps.
  185. for ( U32 i=0; i < bitmaps.size(); i++ )
  186. delete bitmaps[i];
  187. }
  188. U32 matCount = StringUnit::getUnitCount( materialsStr, "\t\n" );
  189. if( matCount != fileCount)
  190. {
  191. Con::errorf("Number of Materials and Layer maps must be equal.");
  192. return 0;
  193. }
  194. Vector<String> materials;
  195. for ( U32 i = 0; i < matCount; i++ )
  196. {
  197. String matStr = StringUnit::getUnit( materialsStr, i, "\t\n" );
  198. // even if matStr is empty, insert it as a placeholder (will be replaced with warning material later)
  199. materials.push_back( matStr );
  200. }
  201. // Do we have an existing terrain with that name... then update it!
  202. TerrainBlock *terrain = dynamic_cast<TerrainBlock*>( Sim::findObject( terrainObjectId ) );
  203. if ( terrain )
  204. terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
  205. else
  206. {
  207. terrain = new TerrainBlock();
  208. terrain->import( (*heightmap), heightScale, metersPerPixel, layerMap, materials, flipYAxis );
  209. terrain->registerObject();
  210. // Add to scene!
  211. Scene* scene = Scene::getRootScene();
  212. if (scene)
  213. scene->addObject( terrain );
  214. }
  215. return terrain->getId();
  216. }
  217. bool TerrainBlock::import( const GBitmap &heightMap,
  218. F32 heightScale,
  219. F32 metersPerPixel,
  220. const Vector<U8> &layerMap,
  221. const Vector<String> &materials,
  222. bool flipYAxis)
  223. {
  224. AssertFatal( isServerObject(), "TerrainBlock::import - This should only be called on the server terrain!" );
  225. AssertFatal( heightMap.getWidth() == heightMap.getHeight(), "TerrainBlock::import - Height map is not square!" );
  226. AssertFatal( isPow2( heightMap.getWidth() ), "TerrainBlock::import - Height map is not power of two!" );
  227. // If we don't have a terrain file then add one.
  228. if ( !mFile )
  229. {
  230. // Get a unique file name for the terrain.
  231. String fileName( getName() );
  232. if (fileName.isEmpty())
  233. {
  234. fileName = Torque::Path(Con::getVariable("$Client::MissionFile")).getFileName();
  235. if (fileName.isEmpty())
  236. fileName = "terrain";
  237. }
  238. String terrainFileName = FS::MakeUniquePath( "levels", fileName, "ter" );
  239. if (!TerrainAsset::getAssetByFilename(terrainFileName, &mTerrainAsset))
  240. {
  241. return false;
  242. }
  243. else
  244. {
  245. mFile = mTerrainAsset->getTerrainResource();
  246. }
  247. /*// TODO: We have to save and reload the file to get
  248. // it into the resource system. This creates lots
  249. // of temporary unused files when the terrain is
  250. // discarded because of undo or quit.
  251. TerrainFile *file = new TerrainFile;
  252. file->save( mTerrFileName );
  253. delete file;
  254. mFile = ResourceManager::get().load( mTerrFileName );*/
  255. }
  256. // The file does a bunch of the work.
  257. mFile->import( heightMap, heightScale, layerMap, materials, flipYAxis );
  258. // Set the square size.
  259. mSquareSize = metersPerPixel;
  260. if ( isProperlyAdded() )
  261. {
  262. // Update the server bounds.
  263. _updateBounds();
  264. // Make sure the client gets updated.
  265. setMaskBits( HeightMapChangeMask | SizeMask );
  266. }
  267. return true;
  268. }