terrainEditor.cpp 79 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 "gui/worldEditor/terrainEditor.h"
  24. #include "core/frameAllocator.h"
  25. #include "core/strings/stringUnit.h"
  26. #include "console/consoleTypes.h"
  27. #include "console/simEvents.h"
  28. #include "sim/netConnection.h"
  29. #include "math/mathUtils.h"
  30. #include "gfx/primBuilder.h"
  31. #include "gfx/gfxDrawUtil.h"
  32. #include "gui/core/guiCanvas.h"
  33. #include "gui/worldEditor/terrainActions.h"
  34. #include "terrain/terrMaterial.h"
  35. IMPLEMENT_CONOBJECT(TerrainEditor);
  36. ConsoleDocClass( TerrainEditor,
  37. "@brief The base Terrain Editor tool\n\n"
  38. "Editor use only.\n\n"
  39. "@internal"
  40. );
  41. Selection::Selection() :
  42. Vector<GridInfo>(__FILE__, __LINE__),
  43. mName(0),
  44. mUndoFlags(0),
  45. mHashListSize(1024)
  46. {
  47. VECTOR_SET_ASSOCIATION(mHashLists);
  48. // clear the hash list
  49. mHashLists.setSize(mHashListSize);
  50. reset();
  51. }
  52. Selection::~Selection()
  53. {
  54. }
  55. void Selection::reset()
  56. {
  57. PROFILE_SCOPE( TerrainEditor_Selection_Reset );
  58. for(U32 i = 0; i < mHashListSize; i++)
  59. mHashLists[i] = -1;
  60. clear();
  61. }
  62. bool Selection::validate()
  63. {
  64. PROFILE_SCOPE( TerrainEditor_Selection_Validate );
  65. // scan all the hashes and verify that the heads they point to point back to them
  66. U32 hashesProcessed = 0;
  67. for(U32 i = 0; i < mHashLists.size(); i++)
  68. {
  69. U32 entry = mHashLists[i];
  70. if(entry == -1)
  71. continue;
  72. GridInfo info = (*this)[entry];
  73. U32 hashIndex = getHashIndex(info.mGridPoint.gridPos);
  74. if( entry != mHashLists[hashIndex] )
  75. {
  76. AssertFatal(false, "Selection hash lists corrupted");
  77. return false;
  78. }
  79. hashesProcessed++;
  80. }
  81. // scan all the entries and verify that anything w/ a prev == -1 is correctly in the hash table
  82. U32 headsProcessed = 0;
  83. for(U32 i = 0; i < size(); i++)
  84. {
  85. GridInfo info = (*this)[i];
  86. if(info.mPrev != -1)
  87. continue;
  88. U32 hashIndex = getHashIndex(info.mGridPoint.gridPos);
  89. if(mHashLists[hashIndex] != i)
  90. {
  91. AssertFatal(false, "Selection list heads corrupted");
  92. return false;
  93. }
  94. headsProcessed++;
  95. }
  96. AssertFatal(headsProcessed == hashesProcessed, "Selection's number of hashes and number of list heads differ.");
  97. return true;
  98. }
  99. U32 Selection::getHashIndex(const Point2I & pos)
  100. {
  101. PROFILE_SCOPE( TerrainEditor_Selection_GetHashIndex );
  102. Point2F pnt = Point2F((F32)pos.x, (F32)pos.y) + Point2F(1.3f,3.5f);
  103. return( (U32)(mFloor(mHashLists.size() * mFmod(pnt.len() * 0.618f, 1.0f))) );
  104. }
  105. S32 Selection::lookup(const Point2I & pos)
  106. {
  107. PROFILE_SCOPE( TerrainEditor_Selection_Lookup );
  108. U32 index = getHashIndex(pos);
  109. S32 entry = mHashLists[index];
  110. while(entry != -1)
  111. {
  112. if((*this)[entry].mGridPoint.gridPos == pos)
  113. return(entry);
  114. entry = (*this)[entry].mNext;
  115. }
  116. return(-1);
  117. }
  118. void Selection::insert(GridInfo info)
  119. {
  120. PROFILE_SCOPE( TerrainEditor_Selection_Insert );
  121. //validate();
  122. // get the index into the hash table
  123. U32 index = getHashIndex(info.mGridPoint.gridPos);
  124. // if there is an existing linked list, make it our next
  125. info.mNext = mHashLists[index];
  126. info.mPrev = -1;
  127. // if there is an existing linked list, make us it's prev
  128. U32 indexOfNewEntry = size();
  129. if(info.mNext != -1)
  130. (*this)[info.mNext].mPrev = indexOfNewEntry;
  131. // the hash table holds the heads of the linked lists. make us the head of this list.
  132. mHashLists[index] = indexOfNewEntry;
  133. // copy us into the vector
  134. push_back(info);
  135. //validate();
  136. }
  137. bool Selection::remove(const GridInfo &info)
  138. {
  139. PROFILE_SCOPE( TerrainEditor_Selection_Remove );
  140. if(size() < 1)
  141. return false;
  142. //AssertFatal( validate(), "Selection hashLists corrupted before Selection.remove()");
  143. U32 hashIndex = getHashIndex(info.mGridPoint.gridPos);
  144. S32 listHead = mHashLists[hashIndex];
  145. //AssertFatal(listHead < size(), "A Selection's hash table is corrupt.");
  146. if(listHead == -1)
  147. return(false);
  148. const S32 victimEntry = lookup(info.mGridPoint.gridPos);
  149. if( victimEntry == -1 )
  150. return(false);
  151. const GridInfo victim = (*this)[victimEntry];
  152. const S32 vicPrev = victim.mPrev;
  153. const S32 vicNext = victim.mNext;
  154. // remove us from the linked list, if there is one.
  155. if(vicPrev != -1)
  156. (*this)[vicPrev].mNext = vicNext;
  157. if(vicNext != -1)
  158. (*this)[vicNext].mPrev = vicPrev;
  159. // if we were the head of the list, make our next the new head in the hash table.
  160. if(vicPrev == -1)
  161. mHashLists[hashIndex] = vicNext;
  162. // if we're not the last element in the vector, copy the last element to our position.
  163. if(victimEntry != size() - 1)
  164. {
  165. // copy last into victim, and re-cache next & prev
  166. const GridInfo lastEntry = last();
  167. const S32 lastPrev = lastEntry.mPrev;
  168. const S32 lastNext = lastEntry.mNext;
  169. (*this)[victimEntry] = lastEntry;
  170. // update the new element's next and prev, to reestablish it in it's linked list.
  171. if(lastPrev != -1)
  172. (*this)[lastPrev].mNext = victimEntry;
  173. if(lastNext != -1)
  174. (*this)[lastNext].mPrev = victimEntry;
  175. // if it was the head of it's list, update the hash table with its new position.
  176. if(lastPrev == -1)
  177. {
  178. const U32 lastHash = getHashIndex(lastEntry.mGridPoint.gridPos);
  179. AssertFatal(mHashLists[lastHash] == size() - 1, "Selection hashLists corrupted during Selection.remove() (oldmsg)");
  180. mHashLists[lastHash] = victimEntry;
  181. }
  182. }
  183. // decrement the vector, we're done here
  184. pop_back();
  185. //AssertFatal( validate(), "Selection hashLists corrupted after Selection.remove()");
  186. return true;
  187. }
  188. bool Selection::add(const GridInfo &info)
  189. {
  190. PROFILE_SCOPE( TerrainEditor_Selection_Add );
  191. S32 index = lookup(info.mGridPoint.gridPos);
  192. if(index != -1)
  193. return(false);
  194. insert(info);
  195. return(true);
  196. }
  197. bool Selection::getInfo(Point2I pos, GridInfo & info)
  198. {
  199. PROFILE_SCOPE( TerrainEditor_Selection_GetInfo );
  200. S32 index = lookup(pos);
  201. if(index == -1)
  202. return(false);
  203. info = (*this)[index];
  204. return(true);
  205. }
  206. bool Selection::setInfo(GridInfo & info)
  207. {
  208. PROFILE_SCOPE( TerrainEditor_Selection_SetInfo );
  209. S32 index = lookup(info.mGridPoint.gridPos);
  210. if(index == -1)
  211. return(false);
  212. S32 next = (*this)[index].mNext;
  213. S32 prev = (*this)[index].mPrev;
  214. (*this)[index] = info;
  215. (*this)[index].mNext = next;
  216. (*this)[index].mPrev = prev;
  217. return(true);
  218. }
  219. F32 Selection::getAvgHeight()
  220. {
  221. PROFILE_SCOPE( TerrainEditor_Selection_GetAvgHeight );
  222. if(!size())
  223. return(0);
  224. F32 avg = 0.f;
  225. for(U32 i = 0; i < size(); i++)
  226. avg += (*this)[i].mHeight;
  227. return(avg / size());
  228. }
  229. F32 Selection::getMinHeight()
  230. {
  231. PROFILE_SCOPE( TerrainEditor_Selection_GetMinHeight );
  232. if(!size())
  233. return(0);
  234. F32 minHeight = (*this)[0].mHeight;
  235. for(U32 i = 1; i < size(); i++)
  236. minHeight = getMin(minHeight, (*this)[i].mHeight);
  237. return minHeight;
  238. }
  239. F32 Selection::getMaxHeight()
  240. {
  241. PROFILE_SCOPE( TerrainEditor_Selection_GetMaxHeight );
  242. if(!size())
  243. return(0);
  244. F32 maxHeight = (*this)[0].mHeight;
  245. for(U32 i = 1; i < size(); i++)
  246. maxHeight = getMax(maxHeight, (*this)[i].mHeight);
  247. return maxHeight;
  248. }
  249. Brush::Brush(TerrainEditor * editor) :
  250. mTerrainEditor(editor)
  251. {
  252. mSize = mTerrainEditor->getBrushSize();
  253. }
  254. const Point2I & Brush::getPosition()
  255. {
  256. return(mGridPoint.gridPos);
  257. }
  258. const GridPoint & Brush::getGridPoint()
  259. {
  260. return mGridPoint;
  261. }
  262. void Brush::setPosition(const Point3F & pos)
  263. {
  264. PROFILE_SCOPE( TerrainEditor_Brush_SetPosition_Point3F );
  265. mTerrainEditor->worldToGrid(pos, mGridPoint);
  266. update();
  267. }
  268. void Brush::setPosition(const Point2I & pos)
  269. {
  270. PROFILE_SCOPE( TerrainEditor_Brush_SetPosition_Point2I );
  271. mGridPoint.gridPos = pos;
  272. update();
  273. }
  274. void Brush::update()
  275. {
  276. PROFILE_SCOPE( TerrainEditor_Brush_update );
  277. if ( mGridPoint.terrainBlock )
  278. rebuild();
  279. }
  280. void Brush::render()
  281. {
  282. PROFILE_SCOPE( TerrainEditor_Brush_Render );
  283. // Render the brush's outline via the derived brush class.
  284. _renderOutline();
  285. // Render the brush's interior grid points.
  286. const U32 pointCount = mSize.x * mSize.y;
  287. if ( pointCount == 0 )
  288. return;
  289. if ( mRenderList.empty() || empty() )
  290. return;
  291. Vector<GFXVertexPCT> pointList;
  292. pointList.reserve( pointCount );
  293. for(S32 x = 0; x < mSize.x; x++)
  294. {
  295. for(S32 y = 0; y < mSize.y; y++)
  296. {
  297. S32 id = mRenderList[x*mSize.x+y];
  298. if ( id == -1 )
  299. continue;
  300. const GridInfo &gInfo = (*this)[ id ];
  301. Point3F pos;
  302. mTerrainEditor->gridToWorld( gInfo.mGridPoint.gridPos, pos, gInfo.mGridPoint.terrainBlock );
  303. if ( !mTerrainEditor->project( pos, &pos ) )
  304. continue;
  305. pointList.increment();
  306. GFXVertexPCT &pointInfo = pointList.last();
  307. pointInfo.point = pos;
  308. pointInfo.color.set( 255, 0, 255, gInfo.mWeight * 255 );
  309. pointInfo.texCoord.set( 1.0f, 0.0f );
  310. }
  311. }
  312. mTerrainEditor->renderPoints( pointList );
  313. }
  314. void BoxBrush::rebuild()
  315. {
  316. PROFILE_SCOPE( TerrainEditor_BoxBrush_Rebuild );
  317. reset();
  318. const F32 squareSize = mGridPoint.terrainBlock->getSquareSize();
  319. mRenderList.setSize(mSize.x*mSize.y);
  320. Point3F center( F32(mSize.x - 1) / 2.0f * squareSize, F32(mSize.y - 1) / 2.0f * squareSize, 0.0f );
  321. Filter filter;
  322. filter.set(1, &mTerrainEditor->mSoftSelectFilter);
  323. const Point3F mousePos = mTerrainEditor->getMousePos();
  324. F32 xFactorScale = center.x / ( center.x + 0.5f );
  325. F32 yFactorScale = center.y / ( center.y + 0.5f );
  326. const F32 softness = mTerrainEditor->getBrushSoftness();
  327. const F32 pressure = mTerrainEditor->getBrushPressure();
  328. Point3F posw( 0,0,0 );
  329. Point2I posg( 0,0 );
  330. Vector<GridInfo> infos;
  331. for ( S32 x = 0; x < mSize.x; x++ )
  332. {
  333. for(S32 y = 0; y < mSize.y; y++)
  334. {
  335. F32 xFactor = 0.0f;
  336. if ( center.x > 0 )
  337. xFactor = mAbs( center.x - x ) / center.x * xFactorScale;
  338. F32 yFactor = 0.0f;
  339. if ( center.y > 0 )
  340. yFactor = mAbs( center.y - y ) / center.y * yFactorScale;
  341. S32 &rl = mRenderList[x*mSize.x+y];
  342. posw.x = mousePos.x + (F32)x * squareSize - center.x;
  343. posw.y = mousePos.y + (F32)y * squareSize - center.y;
  344. // round to grid coords
  345. GridPoint gridPoint = mGridPoint;
  346. mTerrainEditor->worldToGrid( posw, gridPoint );
  347. // Check that the grid point is valid within the terrain. This assumes
  348. // that there is no wrap around past the edge of the terrain.
  349. if(!mTerrainEditor->isPointInTerrain(gridPoint))
  350. {
  351. rl = -1;
  352. continue;
  353. }
  354. infos.clear();
  355. mTerrainEditor->getGridInfos( gridPoint, infos );
  356. for (U32 z = 0; z < infos.size(); z++)
  357. {
  358. infos[z].mWeight = pressure *
  359. mLerp( infos[z].mWeight, filter.getValue(xFactor > yFactor ? xFactor : yFactor), softness );
  360. push_back(infos[z]);
  361. }
  362. rl = size()-1;
  363. }
  364. }
  365. }
  366. void BoxBrush::_renderOutline()
  367. {
  368. F32 squareSize = mGridPoint.terrainBlock->getSquareSize();
  369. RayInfo ri;
  370. Point3F start( 0, 0, 5000.0f );
  371. Point3F end( 0, 0, -5000.0f );
  372. bool hit;
  373. Vector<Point3F> pointList;
  374. pointList.reserve( 64 );
  375. const ColorI col( 255, 0, 255, 255 );
  376. const Point3F &mousePos = mTerrainEditor->getMousePos();
  377. static const Point2F offsetArray [5] =
  378. {
  379. Point2F( -1, -1 ),
  380. Point2F( 1, -1 ),
  381. Point2F( 1, 1 ),
  382. Point2F( -1, 1 ),
  383. Point2F( -1, -1 ) // repeat of offset[0]
  384. };
  385. // 64 total steps, 4 sides to the box, 16 steps per side.
  386. // 64 / 4 = 16
  387. const U32 steps = 16;
  388. for ( S32 i = 0; i < 4; i++ )
  389. {
  390. const Point2F &offset = offsetArray[i];
  391. const Point2F &next = offsetArray[i+1];
  392. for ( S32 j = 0; j < steps; j++ )
  393. {
  394. F32 frac = (F32)j / ( (F32)steps - 1.0f );
  395. Point2F tmp;
  396. tmp.interpolate( offset, next, frac );
  397. start.x = end.x = mousePos.x + tmp.x * squareSize * 0.5f * (F32)mSize.x;
  398. start.y = end.y = mousePos.y + tmp.y * squareSize * 0.5f * (F32)mSize.y;
  399. hit = gServerContainer.castRay( start, end, TerrainObjectType, &ri );
  400. if ( hit )
  401. pointList.push_back( ri.point );
  402. }
  403. }
  404. mTerrainEditor->drawLineList( pointList, col, 1.0f );
  405. }
  406. void EllipseBrush::rebuild()
  407. {
  408. PROFILE_SCOPE( TerrainEditor_EllipseBrush_Rebuild );
  409. reset();
  410. const F32 squareSize = mGridPoint.terrainBlock->getSquareSize();
  411. mRenderList.setSize(mSize.x*mSize.y);
  412. Point3F center( F32(mSize.x - 1) / 2.0f * squareSize, F32(mSize.y - 1) / 2.0f * squareSize, 0.0f );
  413. Filter filter;
  414. filter.set(1, &mTerrainEditor->mSoftSelectFilter);
  415. const Point3F mousePos = mTerrainEditor->getMousePos();
  416. // a point is in a circle if:
  417. // x^2 + y^2 <= r^2
  418. // a point is in an ellipse if:
  419. // (ax)^2 + (by)^2 <= 1
  420. // where a = 1/halfEllipseWidth and b = 1/halfEllipseHeight
  421. // for a soft-selected ellipse,
  422. // the factor is simply the filtered: ((ax)^2 + (by)^2)
  423. F32 a = 1.0f / (F32(mSize.x) * squareSize * 0.5f);
  424. F32 b = 1.0f / (F32(mSize.y) * squareSize * 0.5f);
  425. const F32 softness = mTerrainEditor->getBrushSoftness();
  426. const F32 pressure = mTerrainEditor->getBrushPressure();
  427. Point3F posw( 0,0,0 );
  428. Point2I posg( 0,0 );
  429. Vector<GridInfo> infos;
  430. for ( S32 x = 0; x < mSize.x; x++ )
  431. {
  432. for ( S32 y = 0; y < mSize.y; y++ )
  433. {
  434. F32 xp = center.x - x * squareSize;
  435. F32 yp = center.y - y * squareSize;
  436. F32 factor = (a * a * xp * xp) + (b * b * yp * yp);
  437. if ( factor > 1 )
  438. {
  439. mRenderList[x*mSize.x+y] = -1;
  440. continue;
  441. }
  442. S32 &rl = mRenderList[x*mSize.x+y];
  443. posw.x = mousePos.x + (F32)x * squareSize - center.x;
  444. posw.y = mousePos.y + (F32)y * squareSize - center.y;
  445. // round to grid coords
  446. GridPoint gridPoint = mGridPoint;
  447. mTerrainEditor->worldToGrid( posw, gridPoint );
  448. // Check that the grid point is valid within the terrain. This assumes
  449. // that there is no wrap around past the edge of the terrain.
  450. if ( !mTerrainEditor->isPointInTerrain( gridPoint ) )
  451. {
  452. rl = -1;
  453. continue;
  454. }
  455. infos.clear();
  456. mTerrainEditor->getGridInfos( gridPoint, infos );
  457. for ( U32 z = 0; z < infos.size(); z++ )
  458. {
  459. infos[z].mWeight = pressure * mLerp( infos[z].mWeight, filter.getValue( factor ), softness );
  460. push_back(infos[z]);
  461. }
  462. rl = size()-1;
  463. }
  464. }
  465. }
  466. void EllipseBrush::_renderOutline()
  467. {
  468. F32 squareSize = mGridPoint.terrainBlock->getSquareSize();
  469. RayInfo ri;
  470. Point3F start( 0, 0, 5000.0f );
  471. Point3F end( 0, 0, -5000.0f );
  472. bool hit;
  473. Vector<Point3F> pointList;
  474. ColorI col( 255, 0, 255, 255 );
  475. const U32 steps = 64;
  476. const Point3F &mousePos = mTerrainEditor->getMousePos();
  477. for ( S32 i = 0; i < steps; i++ )
  478. {
  479. F32 radians = (F32)i / (F32)(steps-1) * M_2PI_F;
  480. VectorF vec(0,1,0);
  481. MathUtils::vectorRotateZAxis( vec, radians );
  482. start.x = end.x = mousePos.x + vec.x * squareSize * (F32)mSize.x * 0.5f;
  483. start.y = end.y = mousePos.y + vec.y * squareSize * (F32)mSize.y * 0.5f;
  484. hit = gServerContainer.castRay( start, end, TerrainObjectType, &ri );
  485. if ( hit )
  486. pointList.push_back( ri.point );
  487. }
  488. mTerrainEditor->drawLineList( pointList, col, 1.0f );
  489. }
  490. SelectionBrush::SelectionBrush(TerrainEditor * editor) :
  491. Brush(editor)
  492. {
  493. //... grab the current selection
  494. }
  495. void SelectionBrush::rebuild()
  496. {
  497. reset();
  498. //... move the selection
  499. }
  500. void SelectionBrush::render(Vector<GFXVertexPC> & vertexBuffer, S32 & verts, S32 & elems, S32 & prims, const ColorF & inColorFull, const ColorF & inColorNone, const ColorF & outColorFull, const ColorF & outColorNone) const
  501. {
  502. //... render the selection
  503. }
  504. TerrainEditor::TerrainEditor() :
  505. mActiveTerrain(0),
  506. mMousePos(0,0,0),
  507. mMouseBrush(0),
  508. mInAction(false),
  509. mUndoSel(0),
  510. mGridUpdateMin( S32_MAX, S32_MAX ),
  511. mGridUpdateMax( 0, 0 ),
  512. mMaxBrushSize(256,256),
  513. mNeedsGridUpdate( false ),
  514. mNeedsMaterialUpdate( false ),
  515. mMouseDown( false )
  516. {
  517. VECTOR_SET_ASSOCIATION(mActions);
  518. //
  519. resetCurrentSel();
  520. //
  521. mBrushPressure = 1.0f;
  522. mBrushSize.set(1,1);
  523. mBrushSoftness = 1.0f;
  524. mBrushChanged = true;
  525. mMouseBrush = new BoxBrush(this);
  526. mMouseDownSeq = 0;
  527. mIsDirty = false;
  528. mIsMissionDirty = false;
  529. mPaintIndex = -1;
  530. // add in all the actions here..
  531. mActions.push_back(new SelectAction(this));
  532. mActions.push_back(new DeselectAction(this));
  533. mActions.push_back(new ClearAction(this));
  534. mActions.push_back(new SoftSelectAction(this));
  535. mActions.push_back(new OutlineSelectAction(this));
  536. mActions.push_back(new PaintMaterialAction(this));
  537. mActions.push_back(new ClearMaterialsAction(this));
  538. mActions.push_back(new RaiseHeightAction(this));
  539. mActions.push_back(new LowerHeightAction(this));
  540. mActions.push_back(new SetHeightAction(this));
  541. mActions.push_back(new SetEmptyAction(this));
  542. mActions.push_back(new ClearEmptyAction(this));
  543. mActions.push_back(new ScaleHeightAction(this));
  544. mActions.push_back(new BrushAdjustHeightAction(this));
  545. mActions.push_back(new AdjustHeightAction(this));
  546. mActions.push_back(new FlattenHeightAction(this));
  547. mActions.push_back(new SmoothHeightAction(this));
  548. mActions.push_back(new SmoothSlopeAction(this));
  549. mActions.push_back(new PaintNoiseAction(this));
  550. //mActions.push_back(new ThermalErosionAction(this));
  551. // set the default action
  552. mCurrentAction = mActions[0];
  553. mRenderBrush = mCurrentAction->useMouseBrush();
  554. // persist data defaults
  555. mRenderBorder = true;
  556. mBorderHeight = 10;
  557. mBorderFillColor.set(0,255,0,20);
  558. mBorderFrameColor.set(0,255,0,128);
  559. mBorderLineMode = false;
  560. mSelectionHidden = false;
  561. mRenderVertexSelection = false;
  562. mRenderSolidBrush = false;
  563. mProcessUsesBrush = false;
  564. //
  565. mAdjustHeightVal = 10;
  566. mSetHeightVal = 100;
  567. mScaleVal = 1;
  568. mSmoothFactor = 0.1f;
  569. mNoiseFactor = 1.0f;
  570. mMaterialGroup = 0;
  571. mSoftSelectRadius = 50.f;
  572. mAdjustHeightMouseScale = 0.1f;
  573. mSoftSelectDefaultFilter = StringTable->insert("1.000000 0.833333 0.666667 0.500000 0.333333 0.166667 0.000000");
  574. mSoftSelectFilter = mSoftSelectDefaultFilter;
  575. mSlopeMinAngle = 0.0f;
  576. mSlopeMaxAngle = 90.0f;
  577. }
  578. TerrainEditor::~TerrainEditor()
  579. {
  580. // mouse
  581. delete mMouseBrush;
  582. // terrain actions
  583. U32 i;
  584. for(i = 0; i < mActions.size(); i++)
  585. delete mActions[i];
  586. // undo stuff
  587. delete mUndoSel;
  588. }
  589. TerrainAction * TerrainEditor::lookupAction(const char * name)
  590. {
  591. for(U32 i = 0; i < mActions.size(); i++)
  592. if(!dStricmp(mActions[i]->getName(), name))
  593. return(mActions[i]);
  594. return(0);
  595. }
  596. bool TerrainEditor::onAdd()
  597. {
  598. if ( !Parent::onAdd() )
  599. return false;
  600. GFXStateBlockDesc desc;
  601. desc.setZReadWrite( false );
  602. desc.zWriteEnable = false;
  603. desc.setCullMode( GFXCullNone );
  604. desc.setBlend( true, GFXBlendSrcAlpha, GFXBlendDestAlpha );
  605. mStateBlock = GFX->createStateBlock( desc );
  606. return true;
  607. }
  608. bool TerrainEditor::onWake()
  609. {
  610. if ( !Parent::onWake() )
  611. return false;
  612. // Push our default cursor on here once.
  613. GuiCanvas *root = getRoot();
  614. if ( root )
  615. {
  616. S32 currCursor = PlatformCursorController::curArrow;
  617. PlatformWindow *window = root->getPlatformWindow();
  618. PlatformCursorController *controller = window->getCursorController();
  619. controller->pushCursor( currCursor );
  620. }
  621. return true;
  622. }
  623. void TerrainEditor::onSleep()
  624. {
  625. // Pop our default cursor off.
  626. GuiCanvas *root = getRoot();
  627. if ( root )
  628. {
  629. PlatformWindow *window = root->getPlatformWindow();
  630. PlatformCursorController *controller = window->getCursorController();
  631. controller->popCursor();
  632. }
  633. Parent::onSleep();
  634. }
  635. void TerrainEditor::get3DCursor( GuiCursor *&cursor,
  636. bool &visible,
  637. const Gui3DMouseEvent &event_ )
  638. {
  639. cursor = NULL;
  640. visible = false;
  641. GuiCanvas *root = getRoot();
  642. if ( !root )
  643. return;
  644. S32 currCursor = PlatformCursorController::curArrow;
  645. if ( root->mCursorChanged == currCursor )
  646. return;
  647. PlatformWindow *window = root->getPlatformWindow();
  648. PlatformCursorController *controller = window->getCursorController();
  649. // We've already changed the cursor,
  650. // so set it back before we change it again.
  651. if( root->mCursorChanged != -1)
  652. controller->popCursor();
  653. // Now change the cursor shape
  654. controller->pushCursor(currCursor);
  655. root->mCursorChanged = currCursor;
  656. }
  657. void TerrainEditor::onDeleteNotify(SimObject * object)
  658. {
  659. Parent::onDeleteNotify(object);
  660. if (dynamic_cast<TerrainBlock*>(object) == mActiveTerrain)
  661. mActiveTerrain = NULL;
  662. }
  663. TerrainBlock* TerrainEditor::getClientTerrain( TerrainBlock *serverTerrain ) const
  664. {
  665. if ( !serverTerrain )
  666. serverTerrain = mActiveTerrain;
  667. return serverTerrain ? dynamic_cast<TerrainBlock*>( serverTerrain->getClientObject() ) : NULL;
  668. }
  669. bool TerrainEditor::isMainTile(const GridPoint & gPoint) const
  670. {
  671. const S32 blockSize = (S32)gPoint.terrainBlock->getBlockSize();
  672. Point2I testPos = gPoint.gridPos;
  673. if (!dStrcmp(getCurrentAction(),"paintMaterial"))
  674. {
  675. if (testPos.x == blockSize)
  676. testPos.x--;
  677. if (testPos.y == blockSize)
  678. testPos.y--;
  679. }
  680. return (testPos.x >= 0 && testPos.x < blockSize && testPos.y >= 0 && testPos.y < blockSize);
  681. }
  682. TerrainBlock* TerrainEditor::getTerrainUnderWorldPoint(const Point3F & wPos)
  683. {
  684. PROFILE_SCOPE( TerrainEditor_GetTerrainUnderWorldPoint );
  685. // Cast a ray straight down from the world position and see which
  686. // Terrain is the closest to our starting point
  687. Point3F startPnt = wPos;
  688. Point3F endPnt = wPos + Point3F(0.0f, 0.0f, -1000.0f);
  689. S32 blockIndex = -1;
  690. F32 nearT = 1.0f;
  691. for (U32 i = 0; i < mTerrainBlocks.size(); i++)
  692. {
  693. Point3F tStartPnt, tEndPnt;
  694. mTerrainBlocks[i]->getWorldTransform().mulP(startPnt, &tStartPnt);
  695. mTerrainBlocks[i]->getWorldTransform().mulP(endPnt, &tEndPnt);
  696. RayInfo ri;
  697. if (mTerrainBlocks[i]->castRayI(tStartPnt, tEndPnt, &ri, true))
  698. {
  699. if (ri.t < nearT)
  700. {
  701. blockIndex = i;
  702. nearT = ri.t;
  703. }
  704. }
  705. }
  706. if (blockIndex > -1)
  707. return mTerrainBlocks[blockIndex];
  708. return NULL;
  709. }
  710. bool TerrainEditor::gridToWorld(const GridPoint & gPoint, Point3F & wPos)
  711. {
  712. PROFILE_SCOPE( TerrainEditor_GridToWorld );
  713. const MatrixF & mat = gPoint.terrainBlock->getTransform();
  714. Point3F origin;
  715. mat.getColumn(3, &origin);
  716. wPos.x = gPoint.gridPos.x * gPoint.terrainBlock->getSquareSize() + origin.x;
  717. wPos.y = gPoint.gridPos.y * gPoint.terrainBlock->getSquareSize() + origin.y;
  718. wPos.z = getGridHeight(gPoint) + origin.z;
  719. return isMainTile(gPoint);
  720. }
  721. bool TerrainEditor::gridToWorld(const Point2I & gPos, Point3F & wPos, TerrainBlock* terrain)
  722. {
  723. GridPoint gridPoint;
  724. gridPoint.gridPos = gPos;
  725. gridPoint.terrainBlock = terrain;
  726. return gridToWorld(gridPoint, wPos);
  727. }
  728. bool TerrainEditor::worldToGrid(const Point3F & wPos, GridPoint & gPoint)
  729. {
  730. PROFILE_SCOPE( TerrainEditor_WorldToGrid );
  731. // If the grid point TerrainBlock is NULL then find the closest Terrain underneath that
  732. // point - pad a little upward in case our incoming point already lies exactly on the terrain
  733. if (!gPoint.terrainBlock)
  734. gPoint.terrainBlock = getTerrainUnderWorldPoint(wPos + Point3F(0.0f, 0.0f, 0.05f));
  735. if (gPoint.terrainBlock == NULL)
  736. return false;
  737. gPoint.gridPos = gPoint.terrainBlock->getGridPos(wPos);
  738. return isMainTile(gPoint);
  739. }
  740. bool TerrainEditor::worldToGrid(const Point3F & wPos, Point2I & gPos, TerrainBlock* terrain)
  741. {
  742. GridPoint gridPoint;
  743. gridPoint.terrainBlock = terrain;
  744. bool ret = worldToGrid(wPos, gridPoint);
  745. gPos = gridPoint.gridPos;
  746. return ret;
  747. }
  748. bool TerrainEditor::gridToCenter(const Point2I & gPos, Point2I & cPos) const
  749. {
  750. // TODO: What is this for... megaterrain or tiled terrains?
  751. cPos.x = gPos.x; // & TerrainBlock::BlockMask;
  752. cPos.y = gPos.y;// & TerrainBlock::BlockMask;
  753. //if (gPos.x == TerrainBlock::BlockSize)
  754. // cPos.x = gPos.x;
  755. //if (gPos.y == TerrainBlock::BlockSize)
  756. // cPos.y = gPos.y;
  757. //return isMainTile(gPos);
  758. return true;
  759. }
  760. //------------------------------------------------------------------------------
  761. //bool TerrainEditor::getGridInfo(const Point3F & wPos, GridInfo & info)
  762. //{
  763. // Point2I gPos;
  764. // worldToGrid(wPos, gPos);
  765. // return getGridInfo(gPos, info);
  766. //}
  767. bool TerrainEditor::getGridInfo(const GridPoint & gPoint, GridInfo & info)
  768. {
  769. //
  770. info.mGridPoint = gPoint;
  771. info.mMaterial = getGridMaterial(gPoint);
  772. info.mHeight = getGridHeight(gPoint);
  773. info.mWeight = 1.f;
  774. info.mPrimarySelect = true;
  775. info.mMaterialChanged = false;
  776. Point2I cPos;
  777. gridToCenter(gPoint.gridPos, cPos);
  778. return isMainTile(gPoint);
  779. }
  780. bool TerrainEditor::getGridInfo(const Point2I & gPos, GridInfo & info, TerrainBlock* terrain)
  781. {
  782. GridPoint gridPoint;
  783. gridPoint.gridPos = gPos;
  784. gridPoint.terrainBlock = terrain;
  785. return getGridInfo(gridPoint, info);
  786. }
  787. void TerrainEditor::getGridInfos(const GridPoint & gPoint, Vector<GridInfo>& infos)
  788. {
  789. PROFILE_SCOPE( TerrainEditor_GetGridInfos );
  790. // First we test against the brush terrain so that we can
  791. // favor it (this should be the same as the active terrain)
  792. bool foundBrush = false;
  793. GridInfo baseInfo;
  794. if (getGridInfo(gPoint, baseInfo))
  795. {
  796. infos.push_back(baseInfo);
  797. foundBrush = true;
  798. }
  799. // We are going to need the world position to test against
  800. Point3F wPos;
  801. gridToWorld(gPoint, wPos);
  802. // Now loop through our terrain blocks and decide which ones hit the point
  803. // If we already found a hit against our brush terrain we only add points
  804. // that are relatively close to the found point
  805. for (U32 i = 0; i < mTerrainBlocks.size(); i++)
  806. {
  807. // Skip if we've already found the point on the brush terrain
  808. if (foundBrush && mTerrainBlocks[i] == baseInfo.mGridPoint.terrainBlock)
  809. continue;
  810. // Get our grid position
  811. Point2I gPos;
  812. worldToGrid(wPos, gPos, mTerrainBlocks[i]);
  813. GridInfo info;
  814. if (getGridInfo(gPos, info, mTerrainBlocks[i]))
  815. {
  816. // Skip adding this if we already found a GridInfo from the brush terrain
  817. // and the resultant world point isn't equivalent
  818. if (foundBrush)
  819. {
  820. // Convert back to world (since the height can be different)
  821. // Possibly use getHeight() here?
  822. Point3F testWorldPt;
  823. gridToWorld(gPos, testWorldPt, mTerrainBlocks[i]);
  824. if (mFabs( wPos.z - testWorldPt.z ) > 4.0f )
  825. continue;
  826. }
  827. infos.push_back(info);
  828. }
  829. }
  830. }
  831. void TerrainEditor::setGridInfo(const GridInfo & info, bool checkActive)
  832. {
  833. PROFILE_SCOPE( TerrainEditor_SetGridInfo );
  834. setGridHeight(info.mGridPoint, info.mHeight);
  835. setGridMaterial(info.mGridPoint, info.mMaterial);
  836. }
  837. F32 TerrainEditor::getGridHeight(const GridPoint & gPoint)
  838. {
  839. PROFILE_SCOPE( TerrainEditor_GetGridHeight );
  840. Point2I cPos;
  841. gridToCenter( gPoint.gridPos, cPos );
  842. const TerrainFile *file = gPoint.terrainBlock->getFile();
  843. return fixedToFloat( file->getHeight( cPos.x, cPos.y ) );
  844. }
  845. void TerrainEditor::gridUpdateComplete( bool materialChanged )
  846. {
  847. PROFILE_SCOPE( TerrainEditor_GridUpdateComplete );
  848. // TODO: This updates all terrains and not just the ones
  849. // that were changed. We should keep track of the mGridUpdate
  850. // in world space and transform it into terrain space.
  851. if(mGridUpdateMin.x <= mGridUpdateMax.x)
  852. {
  853. for (U32 i = 0; i < mTerrainBlocks.size(); i++)
  854. {
  855. TerrainBlock *clientTerrain = getClientTerrain( mTerrainBlocks[i] );
  856. if ( materialChanged )
  857. clientTerrain->updateGridMaterials(mGridUpdateMin, mGridUpdateMax);
  858. mTerrainBlocks[i]->updateGrid(mGridUpdateMin, mGridUpdateMax);
  859. clientTerrain->updateGrid(mGridUpdateMin, mGridUpdateMax);
  860. }
  861. }
  862. mGridUpdateMin.set( S32_MAX, S32_MAX );
  863. mGridUpdateMax.set( 0, 0 );
  864. mNeedsGridUpdate = false;
  865. }
  866. void TerrainEditor::materialUpdateComplete()
  867. {
  868. PROFILE_SCOPE( TerrainEditor_MaterialUpdateComplete );
  869. if(mActiveTerrain && (mGridUpdateMin.x <= mGridUpdateMax.x))
  870. {
  871. TerrainBlock * clientTerrain = getClientTerrain(mActiveTerrain);
  872. clientTerrain->updateGridMaterials(mGridUpdateMin, mGridUpdateMax);
  873. }
  874. mGridUpdateMin.set( S32_MAX, S32_MAX );
  875. mGridUpdateMax.set( 0, 0 );
  876. mNeedsMaterialUpdate = false;
  877. }
  878. void TerrainEditor::setGridHeight(const GridPoint & gPoint, const F32 height)
  879. {
  880. PROFILE_SCOPE( TerrainEditor_SetGridHeight );
  881. Point2I cPos;
  882. gridToCenter(gPoint.gridPos, cPos);
  883. mGridUpdateMin.setMin( cPos );
  884. mGridUpdateMax.setMax( cPos );
  885. gPoint.terrainBlock->setHeight(cPos, height);
  886. }
  887. U8 TerrainEditor::getGridMaterial( const GridPoint &gPoint ) const
  888. {
  889. PROFILE_SCOPE( TerrainEditor_GetGridMaterial );
  890. Point2I cPos;
  891. gridToCenter( gPoint.gridPos, cPos );
  892. const TerrainFile *file = gPoint.terrainBlock->getFile();
  893. return file->getLayerIndex( cPos.x, cPos.y );
  894. }
  895. void TerrainEditor::setGridMaterial( const GridPoint &gPoint, U8 index )
  896. {
  897. PROFILE_SCOPE( TerrainEditor_SetGridMaterial );
  898. Point2I cPos;
  899. gridToCenter( gPoint.gridPos, cPos );
  900. TerrainFile *file = gPoint.terrainBlock->getFile();
  901. // If we changed the empty state then we need
  902. // to do a grid update as well.
  903. U8 currIndex = file->getLayerIndex( cPos.x, cPos.y );
  904. if ( ( currIndex == (U8)-1 && index != (U8)-1 ) ||
  905. ( currIndex != (U8)-1 && index == (U8)-1 ) )
  906. {
  907. mGridUpdateMin.setMin( cPos );
  908. mGridUpdateMax.setMax( cPos );
  909. mNeedsGridUpdate = true;
  910. }
  911. file->setLayerIndex( cPos.x, cPos.y, index );
  912. }
  913. //------------------------------------------------------------------------------
  914. TerrainBlock* TerrainEditor::collide(const Gui3DMouseEvent & evt, Point3F & pos)
  915. {
  916. PROFILE_SCOPE( TerrainEditor_Collide );
  917. if (mTerrainBlocks.size() == 0)
  918. return NULL;
  919. if ( mMouseDown && !dStrcmp(getCurrentAction(),"paintMaterial") )
  920. {
  921. if ( !mActiveTerrain )
  922. return NULL;
  923. Point3F tpos, tvec;
  924. tpos = evt.pos;
  925. tvec = evt.vec;
  926. mMousePlane.intersect( evt.pos, evt.vec, &pos );
  927. return mActiveTerrain;
  928. }
  929. const U32 mask = TerrainObjectType;
  930. Point3F start( evt.pos );
  931. Point3F end( evt.pos + ( evt.vec * 10000.0f ) );
  932. RayInfo rinfo;
  933. bool hit = gServerContainer.castRay( start, end, mask, &rinfo );
  934. if ( !hit )
  935. return NULL;
  936. pos = rinfo.point;
  937. return (TerrainBlock*)(rinfo.object);
  938. //
  939. //// call the terrain block's ray collision routine directly
  940. //Point3F startPnt = event.pos;
  941. //Point3F endPnt = event.pos + event.vec * 1000.0f;
  942. //S32 blockIndex = -1;
  943. //F32 nearT = 1.0f;
  944. //for (U32 i = 0; i < mTerrainBlocks.size(); i++)
  945. //{
  946. // Point3F tStartPnt, tEndPnt;
  947. // mTerrainBlocks[i]->getWorldTransform().mulP(startPnt, &tStartPnt);
  948. // mTerrainBlocks[i]->getWorldTransform().mulP(endPnt, &tEndPnt);
  949. // RayInfo ri;
  950. // if (mTerrainBlocks[i]->castRayI(tStartPnt, tEndPnt, &ri, true))
  951. // {
  952. // if (ri.t < nearT)
  953. // {
  954. // blockIndex = i;
  955. // nearT = ri.t;
  956. // }
  957. // }
  958. //}
  959. //if (blockIndex > -1)
  960. //{
  961. // pos.interpolate(startPnt, endPnt, nearT);
  962. // return mTerrainBlocks[blockIndex];
  963. //}
  964. //return NULL;
  965. }
  966. //------------------------------------------------------------------------------
  967. void TerrainEditor::updateGuiInfo()
  968. {
  969. PROFILE_SCOPE( TerrainEditor_UpdateGuiInfo );
  970. char buf[128];
  971. // mouse num grids
  972. // mouse avg height
  973. // selection num grids
  974. // selection avg height
  975. dSprintf(buf, sizeof(buf), "%d %g %g %g %d %g",
  976. mMouseBrush->size(), mMouseBrush->getMinHeight(),
  977. mMouseBrush->getAvgHeight(), mMouseBrush->getMaxHeight(),
  978. mDefaultSel.size(), mDefaultSel.getAvgHeight());
  979. Con::executef(this, "onGuiUpdate", buf);
  980. // If the brush setup has changed send out
  981. // a notification of that!
  982. if ( mBrushChanged && isMethod( "onBrushChanged" ) )
  983. {
  984. mBrushChanged = false;
  985. Con::executef( this, "onBrushChanged" );
  986. }
  987. }
  988. //------------------------------------------------------------------------------
  989. void TerrainEditor::onPreRender()
  990. {
  991. PROFILE_SCOPE( TerrainEditor_OnPreRender );
  992. if ( mNeedsGridUpdate )
  993. gridUpdateComplete( mNeedsMaterialUpdate );
  994. else if ( mNeedsMaterialUpdate )
  995. materialUpdateComplete();
  996. Parent::onPreRender();
  997. }
  998. void TerrainEditor::renderScene(const RectI &)
  999. {
  1000. PROFILE_SCOPE( TerrainEditor_RenderScene );
  1001. if(mTerrainBlocks.size() == 0)
  1002. return;
  1003. if(!mSelectionHidden)
  1004. renderSelection(mDefaultSel, ColorF::RED, ColorF::GREEN, ColorF::BLUE, ColorF::BLUE, true, false);
  1005. if(mRenderBrush && mMouseBrush->size())
  1006. renderBrush(*mMouseBrush, ColorF::GREEN, ColorF::RED, ColorF::BLUE, ColorF::BLUE, false, true);
  1007. if(mRenderBorder)
  1008. renderBorder();
  1009. }
  1010. //------------------------------------------------------------------------------
  1011. void TerrainEditor::renderGui( Point2I offset, const RectI &updateRect )
  1012. {
  1013. PROFILE_SCOPE( TerrainEditor_RenderGui );
  1014. if ( !mActiveTerrain )
  1015. return;
  1016. // Just in case...
  1017. if ( mMouseBrush->getGridPoint().terrainBlock != mActiveTerrain )
  1018. mMouseBrush->setTerrain( mActiveTerrain );
  1019. mMouseBrush->render();
  1020. }
  1021. void TerrainEditor::renderPoints( const Vector<GFXVertexPCT> &pointList )
  1022. {
  1023. PROFILE_SCOPE( TerrainEditor_RenderPoints );
  1024. const U32 pointCount = pointList.size();
  1025. const U32 vertCount = pointCount * 6;
  1026. GFXStateBlockDesc desc;
  1027. desc.setBlend( true );
  1028. desc.setZReadWrite( false, false );
  1029. GFX->setupGenericShaders();
  1030. GFX->setStateBlockByDesc( desc );
  1031. U32 vertsLeft = vertCount;
  1032. U32 offset = 0;
  1033. while ( vertsLeft > 0 )
  1034. {
  1035. U32 vertsThisDrawCall = getMin( (U32)vertsLeft, (U32)MAX_DYNAMIC_VERTS );
  1036. vertsLeft -= vertsThisDrawCall;
  1037. GFXVertexBufferHandle<GFXVertexPC> vbuff( GFX, vertsThisDrawCall, GFXBufferTypeVolatile );
  1038. GFXVertexPC *vert = vbuff.lock();
  1039. const U32 loops = vertsThisDrawCall / 6;
  1040. for ( S32 i = 0; i < loops; i++ )
  1041. {
  1042. const GFXVertexPCT &pointInfo = pointList[i + offset];
  1043. vert[0].color = vert[1].color = vert[2].color = vert[3].color = vert[4].color = vert[5].color = pointInfo.color;
  1044. const F32 halfSize = pointInfo.texCoord.x * 0.5f;
  1045. const Point3F &pos = pointInfo.point;
  1046. Point3F p0( pos.x - halfSize, pos.y - halfSize, 0.0f );
  1047. Point3F p1( pos.x + halfSize, pos.y - halfSize, 0.0f );
  1048. Point3F p2( pos.x + halfSize, pos.y + halfSize, 0.0f );
  1049. Point3F p3( pos.x - halfSize, pos.y + halfSize, 0.0f );
  1050. vert[0].point = p0;
  1051. vert[1].point = p1;
  1052. vert[2].point = p2;
  1053. vert[3].point = p0;
  1054. vert[4].point = p2;
  1055. vert[5].point = p3;
  1056. vert += 6;
  1057. }
  1058. vbuff.unlock();
  1059. GFX->setVertexBuffer( vbuff );
  1060. GFX->drawPrimitive( GFXTriangleList, 0, vertsThisDrawCall / 3 );
  1061. offset += loops;
  1062. }
  1063. }
  1064. //------------------------------------------------------------------------------
  1065. void TerrainEditor::renderSelection( const Selection & sel, const ColorF & inColorFull, const ColorF & inColorNone, const ColorF & outColorFull, const ColorF & outColorNone, bool renderFill, bool renderFrame )
  1066. {
  1067. PROFILE_SCOPE( TerrainEditor_RenderSelection );
  1068. // Draw nothing if nothing selected.
  1069. if(sel.size() == 0)
  1070. return;
  1071. Vector<GFXVertexPC> vertexBuffer;
  1072. ColorF color;
  1073. ColorI iColor;
  1074. vertexBuffer.setSize(sel.size() * 5);
  1075. F32 squareSize = ( mActiveTerrain ) ? mActiveTerrain->getSquareSize() : 1;
  1076. // 'RenderVertexSelection' looks really bad so just always use the good one.
  1077. if( false && mRenderVertexSelection)
  1078. {
  1079. for(U32 i = 0; i < sel.size(); i++)
  1080. {
  1081. Point3F wPos;
  1082. bool center = gridToWorld(sel[i].mGridPoint, wPos);
  1083. F32 weight = sel[i].mWeight;
  1084. if(center)
  1085. {
  1086. if ( weight < 0.f || weight > 1.f )
  1087. color = inColorFull;
  1088. else
  1089. color.interpolate( inColorNone, inColorFull, weight );
  1090. }
  1091. else
  1092. {
  1093. if ( weight < 0.f || weight > 1.f)
  1094. color = outColorFull;
  1095. else
  1096. color.interpolate( outColorFull, outColorNone, weight );
  1097. }
  1098. //
  1099. iColor = color;
  1100. GFXVertexPC *verts = &(vertexBuffer[i * 5]);
  1101. verts[0].point = wPos + Point3F(-squareSize, -squareSize, 0);
  1102. verts[0].color = iColor;
  1103. verts[1].point = wPos + Point3F( squareSize, -squareSize, 0);
  1104. verts[1].color = iColor;
  1105. verts[2].point = wPos + Point3F( squareSize, squareSize, 0);
  1106. verts[2].color = iColor;
  1107. verts[3].point = wPos + Point3F(-squareSize, squareSize, 0);
  1108. verts[3].color = iColor;
  1109. verts[4].point = verts[0].point;
  1110. verts[4].color = iColor;
  1111. }
  1112. }
  1113. else
  1114. {
  1115. // walk the points in the selection
  1116. for(U32 i = 0; i < sel.size(); i++)
  1117. {
  1118. Point2I gPos = sel[i].mGridPoint.gridPos;
  1119. GFXVertexPC *verts = &(vertexBuffer[i * 5]);
  1120. bool center = gridToWorld(sel[i].mGridPoint, verts[0].point);
  1121. gridToWorld(Point2I(gPos.x + 1, gPos.y), verts[1].point, sel[i].mGridPoint.terrainBlock);
  1122. gridToWorld(Point2I(gPos.x + 1, gPos.y + 1), verts[2].point, sel[i].mGridPoint.terrainBlock);
  1123. gridToWorld(Point2I(gPos.x, gPos.y + 1), verts[3].point, sel[i].mGridPoint.terrainBlock);
  1124. verts[4].point = verts[0].point;
  1125. F32 weight = sel[i].mWeight;
  1126. if( !mRenderSolidBrush )
  1127. {
  1128. if ( center )
  1129. {
  1130. if ( weight < 0.f || weight > 1.f )
  1131. color = inColorFull;
  1132. else
  1133. color.interpolate(inColorNone, inColorFull, weight );
  1134. }
  1135. else
  1136. {
  1137. if( weight < 0.f || weight > 1.f )
  1138. color = outColorFull;
  1139. else
  1140. color.interpolate(outColorFull, outColorNone, weight );
  1141. }
  1142. iColor = color;
  1143. }
  1144. else
  1145. {
  1146. if ( center )
  1147. {
  1148. iColor = inColorNone;
  1149. }
  1150. else
  1151. {
  1152. iColor = outColorFull;
  1153. }
  1154. }
  1155. verts[0].color = iColor;
  1156. verts[1].color = iColor;
  1157. verts[2].color = iColor;
  1158. verts[3].color = iColor;
  1159. verts[4].color = iColor;
  1160. }
  1161. }
  1162. // Render this bad boy, by stuffing everything into a volatile buffer
  1163. // and rendering...
  1164. GFXVertexBufferHandle<GFXVertexPC> selectionVB(GFX, vertexBuffer.size(), GFXBufferTypeStatic);
  1165. selectionVB.lock(0, vertexBuffer.size());
  1166. // Copy stuff
  1167. dMemcpy((void*)&selectionVB[0], (void*)&vertexBuffer[0], sizeof(GFXVertexPC) * vertexBuffer.size());
  1168. selectionVB.unlock();
  1169. GFX->setupGenericShaders();
  1170. GFX->setStateBlock( mStateBlock );
  1171. GFX->setVertexBuffer(selectionVB);
  1172. if(renderFill)
  1173. for(U32 i=0; i < sel.size(); i++)
  1174. GFX->drawPrimitive( GFXTriangleFan, i*5, 4);
  1175. if(renderFrame)
  1176. for(U32 i=0; i < sel.size(); i++)
  1177. GFX->drawPrimitive( GFXLineStrip , i*5, 4);
  1178. }
  1179. void TerrainEditor::renderBrush( const Brush & brush, const ColorF & inColorFull, const ColorF & inColorNone, const ColorF & outColorFull, const ColorF & outColorNone, bool renderFill, bool renderFrame )
  1180. {
  1181. }
  1182. void TerrainEditor::renderBorder()
  1183. {
  1184. // TODO: Disabled rendering the terrain borders... it was
  1185. // very annoying getting a fullscreen green tint on things.
  1186. //
  1187. // We should consider killing this all together or coming
  1188. // up with a new technique.
  1189. /*
  1190. Point2I pos(0,0);
  1191. Point2I dir[4] = {
  1192. Point2I(1,0),
  1193. Point2I(0,1),
  1194. Point2I(-1,0),
  1195. Point2I(0,-1)
  1196. };
  1197. GFX->setStateBlock( mStateBlock );
  1198. //
  1199. if(mBorderLineMode)
  1200. {
  1201. PrimBuild::color(mBorderFrameColor);
  1202. PrimBuild::begin( GFXLineStrip, TerrainBlock::BlockSize * 4 + 1 );
  1203. for(U32 i = 0; i < 4; i++)
  1204. {
  1205. for(U32 j = 0; j < TerrainBlock::BlockSize; j++)
  1206. {
  1207. Point3F wPos;
  1208. gridToWorld(pos, wPos, mActiveTerrain);
  1209. PrimBuild::vertex3fv( wPos );
  1210. pos += dir[i];
  1211. }
  1212. }
  1213. Point3F wPos;
  1214. gridToWorld(Point2I(0,0), wPos, mActiveTerrain);
  1215. PrimBuild::vertex3fv( wPos );
  1216. PrimBuild::end();
  1217. }
  1218. else
  1219. {
  1220. GridSquare * gs = mActiveTerrain->findSquare(TerrainBlock::BlockShift, Point2I(0,0));
  1221. F32 height = F32(gs->maxHeight) * 0.03125f + mBorderHeight;
  1222. const MatrixF & mat = mActiveTerrain->getTransform();
  1223. Point3F pos;
  1224. mat.getColumn(3, &pos);
  1225. Point2F min(pos.x, pos.y);
  1226. Point2F max(pos.x + TerrainBlock::BlockSize * mActiveTerrain->getSquareSize(),
  1227. pos.y + TerrainBlock::BlockSize * mActiveTerrain->getSquareSize());
  1228. ColorI & a = mBorderFillColor;
  1229. ColorI & b = mBorderFrameColor;
  1230. for(U32 i = 0; i < 2; i++)
  1231. {
  1232. //
  1233. if(i){ PrimBuild::color(a); PrimBuild::begin( GFXTriangleFan, 4 ); } else { PrimBuild::color(b); PrimBuild::begin( GFXLineStrip, 5 ); }
  1234. PrimBuild::vertex3f(min.x, min.y, 0);
  1235. PrimBuild::vertex3f(max.x, min.y, 0);
  1236. PrimBuild::vertex3f(max.x, min.y, height);
  1237. PrimBuild::vertex3f(min.x, min.y, height);
  1238. if(!i) PrimBuild::vertex3f( min.x, min.y, 0.f );
  1239. PrimBuild::end();
  1240. //
  1241. if(i){ PrimBuild::color(a); PrimBuild::begin( GFXTriangleFan, 4 ); } else { PrimBuild::color(b); PrimBuild::begin( GFXLineStrip, 5 ); }
  1242. PrimBuild::vertex3f(min.x, max.y, 0);
  1243. PrimBuild::vertex3f(max.x, max.y, 0);
  1244. PrimBuild::vertex3f(max.x, max.y, height);
  1245. PrimBuild::vertex3f(min.x, max.y, height);
  1246. if(!i) PrimBuild::vertex3f( min.x, min.y, 0.f );
  1247. PrimBuild::end();
  1248. //
  1249. if(i){ PrimBuild::color(a); PrimBuild::begin( GFXTriangleFan, 4 ); } else { PrimBuild::color(b); PrimBuild::begin( GFXLineStrip, 5 ); }
  1250. PrimBuild::vertex3f(min.x, min.y, 0);
  1251. PrimBuild::vertex3f(min.x, max.y, 0);
  1252. PrimBuild::vertex3f(min.x, max.y, height);
  1253. PrimBuild::vertex3f(min.x, min.y, height);
  1254. if(!i) PrimBuild::vertex3f( min.x, min.y, 0.f );
  1255. PrimBuild::end();
  1256. //
  1257. if(i){ PrimBuild::color(a); PrimBuild::begin( GFXTriangleFan, 4 ); } else { PrimBuild::color(b); PrimBuild::begin( GFXLineStrip, 5 ); }
  1258. PrimBuild::vertex3f(max.x, min.y, 0);
  1259. PrimBuild::vertex3f(max.x, max.y, 0);
  1260. PrimBuild::vertex3f(max.x, max.y, height);
  1261. PrimBuild::vertex3f(max.x, min.y, height);
  1262. if(!i) PrimBuild::vertex3f( min.x, min.y, 0.f );
  1263. PrimBuild::end();
  1264. }
  1265. }
  1266. */
  1267. }
  1268. void TerrainEditor::submitUndo( Selection *sel )
  1269. {
  1270. // Grab the mission editor undo manager.
  1271. UndoManager *undoMan = NULL;
  1272. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  1273. {
  1274. Con::errorf( "TerrainEditor::submitUndo() - EUndoManager not found!" );
  1275. return;
  1276. }
  1277. // Create and submit the action.
  1278. TerrainEditorUndoAction *action = new TerrainEditorUndoAction( "Terrain Editor Action" );
  1279. action->mSel = sel;
  1280. action->mTerrainEditor = this;
  1281. undoMan->addAction( action );
  1282. // Mark the editor as dirty!
  1283. setDirty();
  1284. }
  1285. void TerrainEditor::TerrainEditorUndoAction::undo()
  1286. {
  1287. // NOTE: This function also handles TerrainEditorUndoAction::redo().
  1288. bool materialChanged = false;
  1289. for (U32 i = 0; i < mSel->size(); i++)
  1290. {
  1291. // Grab the current grid info for this point.
  1292. GridInfo info;
  1293. mTerrainEditor->getGridInfo( (*mSel)[i].mGridPoint, info );
  1294. info.mMaterialChanged = (*mSel)[i].mMaterialChanged;
  1295. materialChanged |= info.mMaterialChanged;
  1296. // Restore the previous grid info.
  1297. mTerrainEditor->setGridInfo( (*mSel)[i] );
  1298. // Save the old grid info so we can
  1299. // restore it later.
  1300. (*mSel)[i] = info;
  1301. }
  1302. // Mark the editor as dirty!
  1303. mTerrainEditor->setDirty();
  1304. mTerrainEditor->gridUpdateComplete( materialChanged );
  1305. mTerrainEditor->mMouseBrush->update();
  1306. }
  1307. void TerrainEditor::submitMaterialUndo( String actionName )
  1308. {
  1309. // Grab the mission editor undo manager.
  1310. UndoManager *undoMan = NULL;
  1311. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  1312. {
  1313. Con::errorf( "TerrainEditor::submitMaterialUndo() - EUndoManager not found!" );
  1314. return;
  1315. }
  1316. TerrainBlock *terr = getClientTerrain();
  1317. // Create and submit the action.
  1318. TerrainMaterialUndoAction *action = new TerrainMaterialUndoAction( actionName );
  1319. action->mTerrain = terr;
  1320. action->mMaterials = terr->getMaterials();
  1321. action->mLayerMap = terr->getLayerMap();
  1322. action->mEditor = this;
  1323. undoMan->addAction( action );
  1324. // Mark the editor as dirty!
  1325. setDirty();
  1326. }
  1327. void TerrainEditor::onMaterialUndo( TerrainBlock *terr )
  1328. {
  1329. setDirty();
  1330. scheduleMaterialUpdate();
  1331. setGridUpdateMinMax();
  1332. terr->mDetailsDirty = true;
  1333. terr->mLayerTexDirty = true;
  1334. Con::executef( this, "onMaterialUndo" );
  1335. }
  1336. void TerrainEditor::TerrainMaterialUndoAction::undo()
  1337. {
  1338. Vector<TerrainMaterial*> tempMaterials = mTerrain->getMaterials();
  1339. Vector<U8> tempLayers = mTerrain->getLayerMap();
  1340. mTerrain->setMaterials(mMaterials);
  1341. mTerrain->setLayerMap(mLayerMap);
  1342. mMaterials = tempMaterials;
  1343. mLayerMap = tempLayers;
  1344. mEditor->onMaterialUndo( mTerrain );
  1345. }
  1346. void TerrainEditor::TerrainMaterialUndoAction::redo()
  1347. {
  1348. undo();
  1349. }
  1350. class TerrainProcessActionEvent : public SimEvent
  1351. {
  1352. U32 mSequence;
  1353. public:
  1354. TerrainProcessActionEvent(U32 seq)
  1355. {
  1356. mSequence = seq;
  1357. }
  1358. void process(SimObject *object)
  1359. {
  1360. ((TerrainEditor *) object)->processActionTick(mSequence);
  1361. }
  1362. };
  1363. void TerrainEditor::processActionTick(U32 sequence)
  1364. {
  1365. if(mMouseDownSeq == sequence)
  1366. {
  1367. Sim::postEvent(this, new TerrainProcessActionEvent(mMouseDownSeq), Sim::getCurrentTime() + 30);
  1368. mCurrentAction->process(mMouseBrush, mLastEvent, false, TerrainAction::Update);
  1369. }
  1370. }
  1371. bool TerrainEditor::onInputEvent(const InputEventInfo & event)
  1372. {
  1373. /*
  1374. if ( mRightMousePassThru &&
  1375. event.deviceType == KeyboardDeviceType &&
  1376. event.objType == SI_KEY &&
  1377. event.objInst == KEY_TAB &&
  1378. event.action == SI_MAKE )
  1379. {
  1380. if ( isMethod( "onToggleToolWindows" ) )
  1381. Con::executef( this, "onToggleToolWindows" );
  1382. }
  1383. */
  1384. return Parent::onInputEvent( event );
  1385. }
  1386. void TerrainEditor::on3DMouseDown(const Gui3DMouseEvent & event)
  1387. {
  1388. getRoot()->showCursor( false );
  1389. if(mTerrainBlocks.size() == 0)
  1390. return;
  1391. if (!dStrcmp(getCurrentAction(),"paintMaterial"))
  1392. {
  1393. Point3F pos;
  1394. TerrainBlock* hitTerrain = collide(event, pos);
  1395. if(!hitTerrain)
  1396. return;
  1397. // Set the active terrain
  1398. bool changed = mActiveTerrain != hitTerrain;
  1399. mActiveTerrain = hitTerrain;
  1400. if (changed)
  1401. {
  1402. Con::executef(this, "onActiveTerrainChange", Con::getIntArg(hitTerrain->getId()));
  1403. mMouseBrush->setTerrain(mActiveTerrain);
  1404. //if(mRenderBrush)
  1405. //mCursorVisible = false;
  1406. mMousePos = pos;
  1407. mMouseBrush->setPosition(mMousePos);
  1408. return;
  1409. }
  1410. }
  1411. else if ((event.modifier & SI_ALT) && !dStrcmp(getCurrentAction(),"setHeight"))
  1412. {
  1413. // Set value to terrain height at mouse position
  1414. GridInfo info;
  1415. getGridInfo(mMouseBrush->getGridPoint(), info);
  1416. mSetHeightVal = info.mHeight;
  1417. mBrushChanged = true;
  1418. return;
  1419. }
  1420. mMousePlane.set( mMousePos, Point3F(0,0,1) );
  1421. mMouseDown = true;
  1422. mSelectionLocked = false;
  1423. mouseLock();
  1424. mMouseDownSeq++;
  1425. mUndoSel = new Selection;
  1426. mCurrentAction->process(mMouseBrush, event, true, TerrainAction::Begin);
  1427. // process on ticks - every 30th of a second.
  1428. Sim::postEvent(this, new TerrainProcessActionEvent(mMouseDownSeq), Sim::getCurrentTime() + 30);
  1429. }
  1430. void TerrainEditor::on3DMouseMove(const Gui3DMouseEvent & event)
  1431. {
  1432. PROFILE_SCOPE( TerrainEditor_On3DMouseMove );
  1433. if(mTerrainBlocks.size() == 0)
  1434. return;
  1435. Point3F pos;
  1436. TerrainBlock* hitTerrain = collide(event, pos);
  1437. if(!hitTerrain)
  1438. {
  1439. mMouseBrush->reset();
  1440. }
  1441. else
  1442. {
  1443. // We do not change the active terrain as the mouse moves when
  1444. // in painting mode. This is because it causes the material
  1445. // window to change as you cursor over to it.
  1446. if ( dStrcmp(getCurrentAction(),"paintMaterial") != 0 )
  1447. {
  1448. // Set the active terrain
  1449. bool changed = mActiveTerrain != hitTerrain;
  1450. mActiveTerrain = hitTerrain;
  1451. if (changed)
  1452. Con::executef(this, "onActiveTerrainChange", Con::getIntArg(hitTerrain->getId()));
  1453. }
  1454. mMousePos = pos;
  1455. mMouseBrush->setTerrain(mActiveTerrain);
  1456. mMouseBrush->setPosition(mMousePos);
  1457. }
  1458. }
  1459. void TerrainEditor::on3DMouseDragged(const Gui3DMouseEvent & event)
  1460. {
  1461. PROFILE_SCOPE( TerrainEditor_On3DMouseDragged );
  1462. if ( mTerrainBlocks.empty() )
  1463. return;
  1464. if ( !isMouseLocked() )
  1465. return;
  1466. Point3F pos;
  1467. if ( !mSelectionLocked )
  1468. {
  1469. if ( !collide( event, pos) )
  1470. mMouseBrush->reset();
  1471. }
  1472. // check if the mouse has actually moved in grid space
  1473. bool selChanged = false;
  1474. if ( !mSelectionLocked )
  1475. {
  1476. Point2I gMouse;
  1477. Point2I gLastMouse;
  1478. worldToGrid( pos, gMouse );
  1479. worldToGrid( mMousePos, gLastMouse );
  1480. mMousePos = pos;
  1481. mMouseBrush->setPosition( mMousePos );
  1482. selChanged = gMouse != gLastMouse;
  1483. }
  1484. mCurrentAction->process( mMouseBrush, event, true, TerrainAction::Update );
  1485. }
  1486. void TerrainEditor::on3DMouseUp(const Gui3DMouseEvent & event)
  1487. {
  1488. mMouseDown = false;
  1489. getRoot()->showCursor( true );
  1490. if ( mTerrainBlocks.size() == 0 )
  1491. return;
  1492. if ( isMouseLocked() )
  1493. {
  1494. mouseUnlock();
  1495. mMouseDownSeq++;
  1496. mCurrentAction->process( mMouseBrush, event, false, TerrainAction::End );
  1497. if ( mUndoSel->size() )
  1498. submitUndo( mUndoSel );
  1499. else
  1500. delete mUndoSel;
  1501. mUndoSel = 0;
  1502. mInAction = false;
  1503. }
  1504. }
  1505. bool TerrainEditor::onMouseWheelDown( const GuiEvent & event )
  1506. {
  1507. if ( event.modifier & SI_PRIMARY_CTRL && event.modifier & SI_SHIFT )
  1508. {
  1509. setBrushPressure( mBrushPressure - 0.1f );
  1510. return true;
  1511. }
  1512. else if ( event.modifier & SI_SHIFT )
  1513. {
  1514. setBrushSoftness( mBrushSoftness + 0.05f );
  1515. return true;
  1516. }
  1517. else if ( event.modifier & SI_PRIMARY_CTRL )
  1518. {
  1519. Point2I newBrush = getBrushSize() - Point2I(1,1);
  1520. setBrushSize( newBrush.x, newBrush.y );
  1521. return true;
  1522. }
  1523. return Parent::onMouseWheelDown( event );
  1524. }
  1525. bool TerrainEditor::onMouseWheelUp( const GuiEvent & event )
  1526. {
  1527. if ( event.modifier & SI_PRIMARY_CTRL && event.modifier & SI_SHIFT )
  1528. {
  1529. setBrushPressure( mBrushPressure + 0.1f );
  1530. return true;
  1531. }
  1532. else if ( event.modifier & SI_SHIFT )
  1533. {
  1534. setBrushSoftness( mBrushSoftness - 0.05f );
  1535. return true;
  1536. }
  1537. else if( event.modifier & SI_PRIMARY_CTRL )
  1538. {
  1539. Point2I newBrush = getBrushSize() + Point2I(1,1);
  1540. setBrushSize( newBrush.x, newBrush.y );
  1541. return true;
  1542. }
  1543. return Parent::onMouseWheelUp( event );
  1544. }
  1545. //------------------------------------------------------------------------------
  1546. // any console function which depends on a terrainBlock attached to the editor
  1547. // should call this
  1548. bool checkTerrainBlock(TerrainEditor * object, const char * funcName)
  1549. {
  1550. if(!object->terrainBlockValid())
  1551. {
  1552. Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::%s: not attached to a terrain block!", funcName);
  1553. return(false);
  1554. }
  1555. return(true);
  1556. }
  1557. void TerrainEditor::attachTerrain(TerrainBlock *terrBlock)
  1558. {
  1559. mActiveTerrain = terrBlock;
  1560. mTerrainBlocks.push_back_unique(terrBlock);
  1561. }
  1562. void TerrainEditor::detachTerrain(TerrainBlock *terrBlock)
  1563. {
  1564. if (mActiveTerrain == terrBlock)
  1565. mActiveTerrain = NULL; //do we want to set this to an existing terrain?
  1566. if (mMouseBrush->getGridPoint().terrainBlock == terrBlock)
  1567. mMouseBrush->setTerrain(NULL);
  1568. // reset the brush as its gridinfos may still have references to the old terrain
  1569. mMouseBrush->reset();
  1570. mTerrainBlocks.remove(terrBlock);
  1571. }
  1572. TerrainBlock* TerrainEditor::getTerrainBlock(S32 index)
  1573. {
  1574. if(index < 0 || index >= mTerrainBlocks.size())
  1575. return NULL;
  1576. return mTerrainBlocks[index];
  1577. }
  1578. void TerrainEditor::getTerrainBlocksMaterialList(Vector<StringTableEntry>& list)
  1579. {
  1580. for(S32 i=0; i<mTerrainBlocks.size(); ++i)
  1581. {
  1582. TerrainBlock* tb = mTerrainBlocks[i];
  1583. if(!tb)
  1584. continue;
  1585. for(S32 m=0; m<tb->getMaterialCount(); ++m)
  1586. {
  1587. TerrainMaterial* mat = tb->getMaterial(m);
  1588. if (mat)
  1589. list.push_back_unique(mat->getInternalName());
  1590. }
  1591. }
  1592. }
  1593. void TerrainEditor::setBrushType( const char *type )
  1594. {
  1595. if ( mMouseBrush && dStrcmp( mMouseBrush->getType(), type ) == 0 )
  1596. return;
  1597. if(!dStricmp(type, "box"))
  1598. {
  1599. delete mMouseBrush;
  1600. mMouseBrush = new BoxBrush(this);
  1601. mBrushChanged = true;
  1602. }
  1603. else if(!dStricmp(type, "ellipse"))
  1604. {
  1605. delete mMouseBrush;
  1606. mMouseBrush = new EllipseBrush(this);
  1607. mBrushChanged = true;
  1608. }
  1609. else if(!dStricmp(type, "selection"))
  1610. {
  1611. delete mMouseBrush;
  1612. mMouseBrush = new SelectionBrush(this);
  1613. mBrushChanged = true;
  1614. }
  1615. else {}
  1616. }
  1617. const char* TerrainEditor::getBrushType() const
  1618. {
  1619. if ( mMouseBrush )
  1620. return mMouseBrush->getType();
  1621. return "";
  1622. }
  1623. void TerrainEditor::setBrushSize( S32 w, S32 h )
  1624. {
  1625. w = mClamp( w, 1, mMaxBrushSize.x );
  1626. h = mClamp( h, 1, mMaxBrushSize.y );
  1627. if ( w == mBrushSize.x && h == mBrushSize.y )
  1628. return;
  1629. mBrushSize.set( w, h );
  1630. mBrushChanged = true;
  1631. if ( mMouseBrush )
  1632. {
  1633. mMouseBrush->setSize( mBrushSize );
  1634. if ( mMouseBrush->getGridPoint().terrainBlock )
  1635. mMouseBrush->rebuild();
  1636. }
  1637. }
  1638. void TerrainEditor::setBrushPressure( F32 pressure )
  1639. {
  1640. pressure = mClampF( pressure, 0.01f, 1.0f );
  1641. if ( mBrushPressure == pressure )
  1642. return;
  1643. mBrushPressure = pressure;
  1644. mBrushChanged = true;
  1645. if ( mMouseBrush && mMouseBrush->getGridPoint().terrainBlock )
  1646. mMouseBrush->rebuild();
  1647. }
  1648. void TerrainEditor::setBrushSoftness( F32 softness )
  1649. {
  1650. softness = mClampF( softness, 0.01f, 1.0f );
  1651. if ( mBrushSoftness == softness )
  1652. return;
  1653. mBrushSoftness = softness;
  1654. mBrushChanged = true;
  1655. if ( mMouseBrush && mMouseBrush->getGridPoint().terrainBlock )
  1656. mMouseBrush->rebuild();
  1657. }
  1658. const char* TerrainEditor::getBrushPos()
  1659. {
  1660. AssertFatal(mMouseBrush!=NULL, "TerrainEditor::getBrushPos: no mouse brush!");
  1661. Point2I pos = mMouseBrush->getPosition();
  1662. static const U32 bufSize = 32;
  1663. char * ret = Con::getReturnBuffer(bufSize);
  1664. dSprintf(ret, bufSize, "%d %d", pos.x, pos.y);
  1665. return(ret);
  1666. }
  1667. void TerrainEditor::setBrushPos(Point2I pos)
  1668. {
  1669. AssertFatal(mMouseBrush!=NULL, "TerrainEditor::setBrushPos: no mouse brush!");
  1670. mMouseBrush->setPosition(pos);
  1671. }
  1672. void TerrainEditor::setAction(const char* action)
  1673. {
  1674. for(U32 i = 0; i < mActions.size(); i++)
  1675. {
  1676. if(!dStricmp(mActions[i]->getName(), action))
  1677. {
  1678. mCurrentAction = mActions[i];
  1679. //
  1680. mRenderBrush = mCurrentAction->useMouseBrush();
  1681. return;
  1682. }
  1683. }
  1684. }
  1685. const char* TerrainEditor::getActionName(U32 index)
  1686. {
  1687. if(index >= mActions.size())
  1688. return("");
  1689. return(mActions[index]->getName());
  1690. }
  1691. const char* TerrainEditor::getCurrentAction() const
  1692. {
  1693. return(mCurrentAction->getName());
  1694. }
  1695. S32 TerrainEditor::getNumActions()
  1696. {
  1697. return(mActions.size());
  1698. }
  1699. void TerrainEditor::resetSelWeights(bool clear)
  1700. {
  1701. //
  1702. if(!clear)
  1703. {
  1704. for(U32 i = 0; i < mDefaultSel.size(); i++)
  1705. {
  1706. mDefaultSel[i].mPrimarySelect = false;
  1707. mDefaultSel[i].mWeight = 1.f;
  1708. }
  1709. return;
  1710. }
  1711. Selection sel;
  1712. U32 i;
  1713. for(i = 0; i < mDefaultSel.size(); i++)
  1714. {
  1715. if(mDefaultSel[i].mPrimarySelect)
  1716. {
  1717. mDefaultSel[i].mWeight = 1.f;
  1718. sel.add(mDefaultSel[i]);
  1719. }
  1720. }
  1721. mDefaultSel.reset();
  1722. for(i = 0; i < sel.size(); i++)
  1723. mDefaultSel.add(sel[i]);
  1724. }
  1725. void TerrainEditor::clearSelection()
  1726. {
  1727. mDefaultSel.reset();
  1728. }
  1729. void TerrainEditor::processAction(const char* sAction)
  1730. {
  1731. if(!checkTerrainBlock(this, "processAction"))
  1732. return;
  1733. TerrainAction * action = mCurrentAction;
  1734. if (dStrcmp(sAction, "") != 0)
  1735. {
  1736. action = lookupAction(sAction);
  1737. if(!action)
  1738. {
  1739. Con::errorf(ConsoleLogEntry::General, "TerrainEditor::cProcessAction: invalid action name '%s'.", sAction);
  1740. return;
  1741. }
  1742. }
  1743. if(!getCurrentSel()->size() && !mProcessUsesBrush)
  1744. return;
  1745. mUndoSel = new Selection;
  1746. Gui3DMouseEvent event;
  1747. if(mProcessUsesBrush)
  1748. action->process(mMouseBrush, event, true, TerrainAction::Process);
  1749. else
  1750. action->process(getCurrentSel(), event, true, TerrainAction::Process);
  1751. // check if should delete the undo
  1752. if(mUndoSel->size())
  1753. submitUndo( mUndoSel );
  1754. else
  1755. delete mUndoSel;
  1756. mUndoSel = 0;
  1757. }
  1758. S32 TerrainEditor::getNumTextures()
  1759. {
  1760. if(!checkTerrainBlock(this, "getNumTextures"))
  1761. return(0);
  1762. // walk all the possible material lists and count them..
  1763. U32 count = 0;
  1764. for (U32 t = 0; t < mTerrainBlocks.size(); t++)
  1765. count += mTerrainBlocks[t]->getMaterialCount();
  1766. return count;
  1767. }
  1768. void TerrainEditor::markEmptySquares()
  1769. {
  1770. if(!checkTerrainBlock(this, "markEmptySquares"))
  1771. return;
  1772. }
  1773. void TerrainEditor::mirrorTerrain(S32 mirrorIndex)
  1774. {
  1775. if(!checkTerrainBlock(this, "mirrorTerrain"))
  1776. return;
  1777. // TODO!
  1778. /*
  1779. TerrainBlock * terrain = mActiveTerrain;
  1780. setDirty();
  1781. //
  1782. enum {
  1783. top = BIT(0),
  1784. bottom = BIT(1),
  1785. left = BIT(2),
  1786. right = BIT(3)
  1787. };
  1788. U32 sides[8] =
  1789. {
  1790. bottom,
  1791. bottom | left,
  1792. left,
  1793. left | top,
  1794. top,
  1795. top | right,
  1796. right,
  1797. bottom | right
  1798. };
  1799. U32 n = TerrainBlock::BlockSize;
  1800. U32 side = sides[mirrorIndex % 8];
  1801. bool diag = mirrorIndex & 0x01;
  1802. Point2I src((side & right) ? (n - 1) : 0, (side & bottom) ? (n - 1) : 0);
  1803. Point2I dest((side & left) ? (n - 1) : 0, (side & top) ? (n - 1) : 0);
  1804. Point2I origSrc(src);
  1805. Point2I origDest(dest);
  1806. // determine the run length
  1807. U32 minStride = ((side & top) || (side & bottom)) ? n : n / 2;
  1808. U32 majStride = ((side & left) || (side & right)) ? n : n / 2;
  1809. Point2I srcStep((side & right) ? -1 : 1, (side & bottom) ? -1 : 1);
  1810. Point2I destStep((side & left) ? -1 : 1, (side & top) ? -1 : 1);
  1811. //
  1812. U16 * heights = terrain->getHeightAddress(0,0);
  1813. U8 * baseMaterials = terrain->getBaseMaterialAddress(0,0);
  1814. TerrainBlock::Material * materials = terrain->getMaterial(0,0);
  1815. // create an undo selection
  1816. Selection * undo = new Selection;
  1817. // walk through all the positions
  1818. for(U32 i = 0; i < majStride; i++)
  1819. {
  1820. for(U32 j = 0; j < minStride; j++)
  1821. {
  1822. // skip the same position
  1823. if(src != dest)
  1824. {
  1825. U32 si = src.x + (src.y << TerrainBlock::BlockShift);
  1826. U32 di = dest.x + (dest.y << TerrainBlock::BlockShift);
  1827. // add to undo selection
  1828. GridInfo info;
  1829. getGridInfo(dest, info, terrain);
  1830. undo->add(info);
  1831. //... copy info... (height, basematerial, material)
  1832. heights[di] = heights[si];
  1833. baseMaterials[di] = baseMaterials[si];
  1834. materials[di] = materials[si];
  1835. }
  1836. // get to the new position
  1837. src.x += srcStep.x;
  1838. diag ? (dest.y += destStep.y) : (dest.x += destStep.x);
  1839. }
  1840. // get the next position for a run
  1841. src.y += srcStep.y;
  1842. diag ? (dest.x += destStep.x) : (dest.y += destStep.y);
  1843. // reset the minor run
  1844. src.x = origSrc.x;
  1845. diag ? (dest.y = origDest.y) : (dest.x = origDest.x);
  1846. // shorten the run length for diag runs
  1847. if(diag)
  1848. minStride--;
  1849. }
  1850. // rebuild stuff..
  1851. terrain->buildGridMap();
  1852. terrain->rebuildEmptyFlags();
  1853. terrain->packEmptySquares();
  1854. // add undo selection
  1855. submitUndo( undo );
  1856. */
  1857. }
  1858. bool TerrainEditor::isPointInTerrain( const GridPoint & gPoint)
  1859. {
  1860. PROFILE_SCOPE( TerrainEditor_IsPointInTerrain );
  1861. Point2I cPos;
  1862. gridToCenter( gPoint.gridPos, cPos );
  1863. const TerrainFile *file = gPoint.terrainBlock->getFile();
  1864. return file->isPointInTerrain( cPos.x, cPos.y );
  1865. }
  1866. void TerrainEditor::reorderMaterial( S32 index, S32 orderPos )
  1867. {
  1868. TerrainBlock *terr = getClientTerrain();
  1869. Vector<U8> layerMap = terr->getLayerMap();
  1870. Vector<TerrainMaterial*> materials = terr->getMaterials();
  1871. TerrainMaterial *pMat = materials[index];
  1872. submitMaterialUndo( String::ToString( "Reordered %s Material", terr->getMaterialName(index) ) );
  1873. materials.erase( index );
  1874. materials.insert( orderPos, pMat );
  1875. Vector<U8>::iterator itr = layerMap.begin();
  1876. for ( ; itr != layerMap.end(); itr++ )
  1877. {
  1878. // Was previous material, set to new index.
  1879. if ( *itr == index )
  1880. *itr = orderPos;
  1881. else
  1882. {
  1883. // We removed a Material prior to this one, bump it down.
  1884. if ( *itr > index )
  1885. (*itr)--;
  1886. // We added a Material prior to this one, bump it up.
  1887. if ( *itr >= orderPos )
  1888. (*itr)++;
  1889. }
  1890. }
  1891. terr->setMaterials( materials );
  1892. terr->setLayerMap( layerMap );
  1893. // We didn't really just "undo" but it happens to do everything we
  1894. // need to update the materials and gui.
  1895. onMaterialUndo( terr );
  1896. }
  1897. //------------------------------------------------------------------------------
  1898. ConsoleMethod( TerrainEditor, attachTerrain, void, 2, 3, "(TerrainBlock terrain)")
  1899. {
  1900. SimSet * missionGroup = dynamic_cast<SimSet*>(Sim::findObject("MissionGroup"));
  1901. if (!missionGroup)
  1902. {
  1903. Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::attach: no mission group found");
  1904. return;
  1905. }
  1906. VectorPtr<TerrainBlock*> terrains;
  1907. // attach to first found terrainBlock
  1908. if (argc == 2)
  1909. {
  1910. for(SimSetIterator itr(missionGroup); *itr; ++itr)
  1911. {
  1912. TerrainBlock* terrBlock = dynamic_cast<TerrainBlock*>(*itr);
  1913. if (terrBlock)
  1914. terrains.push_back(terrBlock);
  1915. }
  1916. //if (terrains.size() == 0)
  1917. // Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::attach: no TerrainBlock objects found!");
  1918. }
  1919. else // attach to named object
  1920. {
  1921. TerrainBlock* terrBlock = dynamic_cast<TerrainBlock*>(Sim::findObject(argv[2]));
  1922. if (terrBlock)
  1923. terrains.push_back(terrBlock);
  1924. if(terrains.size() == 0)
  1925. Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::attach: failed to attach to object '%s'", argv[2]);
  1926. }
  1927. if (terrains.size() > 0)
  1928. {
  1929. for (U32 i = 0; i < terrains.size(); i++)
  1930. {
  1931. if (!terrains[i]->isServerObject())
  1932. {
  1933. terrains[i] = NULL;
  1934. Con::errorf(ConsoleLogEntry::Script, "TerrainEditor::attach: cannot attach to client TerrainBlock");
  1935. }
  1936. }
  1937. }
  1938. for (U32 i = 0; i < terrains.size(); i++)
  1939. {
  1940. if (terrains[i])
  1941. object->attachTerrain(terrains[i]);
  1942. }
  1943. }
  1944. ConsoleMethod( TerrainEditor, getTerrainBlockCount, S32, 2, 2, "()")
  1945. {
  1946. return object->getTerrainBlockCount();
  1947. }
  1948. ConsoleMethod( TerrainEditor, getTerrainBlock, S32, 3, 3, "(S32 index)")
  1949. {
  1950. TerrainBlock* tb = object->getTerrainBlock(dAtoi(argv[2]));
  1951. if(!tb)
  1952. return 0;
  1953. else
  1954. return tb->getId();
  1955. }
  1956. ConsoleMethod(TerrainEditor, getTerrainBlocksMaterialList, const char *, 2, 2, "() gets the list of current terrain materials for all terrain blocks.")
  1957. {
  1958. Vector<StringTableEntry> list;
  1959. object->getTerrainBlocksMaterialList(list);
  1960. if(list.size() == 0)
  1961. return "";
  1962. // Calculate the size of the return buffer
  1963. S32 size = 0;
  1964. for(U32 i = 0; i < list.size(); ++i)
  1965. {
  1966. size += dStrlen(list[i]);
  1967. ++size;
  1968. }
  1969. ++size;
  1970. // Copy the material names
  1971. char *ret = Con::getReturnBuffer(size);
  1972. ret[0] = 0;
  1973. for(U32 i = 0; i < list.size(); ++i)
  1974. {
  1975. dStrcat( ret, list[i] );
  1976. dStrcat( ret, "\n" );
  1977. }
  1978. return ret;
  1979. }
  1980. ConsoleMethod( TerrainEditor, setBrushType, void, 3, 3, "(string type)"
  1981. "One of box, ellipse, selection.")
  1982. {
  1983. object->setBrushType(argv[2]);
  1984. }
  1985. ConsoleMethod( TerrainEditor, getBrushType, const char*, 2, 2, "()")
  1986. {
  1987. return object->getBrushType();
  1988. }
  1989. ConsoleMethod( TerrainEditor, setBrushSize, void, 3, 4, "(int w [, int h])")
  1990. {
  1991. S32 w = dAtoi(argv[2]);
  1992. S32 h = argc > 3 ? dAtoi(argv[3]) : w;
  1993. object->setBrushSize( w, h );
  1994. }
  1995. ConsoleMethod( TerrainEditor, getBrushSize, const char*, 2, 2, "()")
  1996. {
  1997. Point2I size = object->getBrushSize();
  1998. static const U32 bufSize = 32;
  1999. char * ret = Con::getReturnBuffer(bufSize);
  2000. dSprintf(ret, bufSize, "%d %d", size.x, size.y);
  2001. return ret;
  2002. }
  2003. ConsoleMethod( TerrainEditor, setBrushPressure, void, 3, 3, "(float pressure)")
  2004. {
  2005. object->setBrushPressure( dAtof( argv[2] ) );
  2006. }
  2007. ConsoleMethod( TerrainEditor, getBrushPressure, F32, 2, 2, "()")
  2008. {
  2009. return object->getBrushPressure();
  2010. }
  2011. ConsoleMethod( TerrainEditor, setBrushSoftness, void, 3, 3, "(float softness)")
  2012. {
  2013. object->setBrushSoftness( dAtof( argv[2] ) );
  2014. }
  2015. ConsoleMethod( TerrainEditor, getBrushSoftness, F32, 2, 2, "()")
  2016. {
  2017. return object->getBrushSoftness();
  2018. }
  2019. ConsoleMethod( TerrainEditor, getBrushPos, const char*, 2, 2, "Returns a Point2I.")
  2020. {
  2021. return object->getBrushPos();
  2022. }
  2023. ConsoleMethod( TerrainEditor, setBrushPos, void, 3, 4, "(int x, int y)")
  2024. {
  2025. //
  2026. Point2I pos;
  2027. if(argc == 3)
  2028. dSscanf(argv[2], "%d %d", &pos.x, &pos.y);
  2029. else
  2030. {
  2031. pos.x = dAtoi(argv[2]);
  2032. pos.y = dAtoi(argv[3]);
  2033. }
  2034. object->setBrushPos(pos);
  2035. }
  2036. ConsoleMethod( TerrainEditor, setAction, void, 3, 3, "(string action_name)")
  2037. {
  2038. object->setAction(argv[2]);
  2039. }
  2040. ConsoleMethod( TerrainEditor, getActionName, const char*, 3, 3, "(int num)")
  2041. {
  2042. return (object->getActionName(dAtoi(argv[2])));
  2043. }
  2044. ConsoleMethod( TerrainEditor, getNumActions, S32, 2, 2, "")
  2045. {
  2046. return(object->getNumActions());
  2047. }
  2048. ConsoleMethod( TerrainEditor, getCurrentAction, const char*, 2, 2, "")
  2049. {
  2050. return object->getCurrentAction();
  2051. }
  2052. ConsoleMethod( TerrainEditor, resetSelWeights, void, 3, 3, "(bool clear)")
  2053. {
  2054. object->resetSelWeights(dAtob(argv[2]));
  2055. }
  2056. ConsoleMethod( TerrainEditor, clearSelection, void, 2, 2, "")
  2057. {
  2058. object->clearSelection();
  2059. }
  2060. ConsoleMethod( TerrainEditor, processAction, void, 2, 3, "(string action=NULL)")
  2061. {
  2062. if(argc == 3)
  2063. object->processAction(argv[2]);
  2064. else object->processAction("");
  2065. }
  2066. ConsoleMethod( TerrainEditor, getActiveTerrain, S32, 2, 2, "")
  2067. {
  2068. S32 ret = 0;
  2069. TerrainBlock* terrain = object->getActiveTerrain();
  2070. if (terrain)
  2071. ret = terrain->getId();
  2072. return ret;
  2073. }
  2074. ConsoleMethod( TerrainEditor, getNumTextures, S32, 2, 2, "")
  2075. {
  2076. return object->getNumTextures();
  2077. }
  2078. ConsoleMethod( TerrainEditor, markEmptySquares, void, 2, 2, "")
  2079. {
  2080. object->markEmptySquares();
  2081. }
  2082. ConsoleMethod( TerrainEditor, mirrorTerrain, void, 3, 3, "")
  2083. {
  2084. object->mirrorTerrain(dAtoi(argv[2]));
  2085. }
  2086. ConsoleMethod(TerrainEditor, setTerraformOverlay, void, 3, 3, "(bool overlayEnable) - sets the terraformer current heightmap to draw as an overlay over the current terrain.")
  2087. {
  2088. // XA: This one needs to be implemented :)
  2089. }
  2090. ConsoleMethod(TerrainEditor, updateMaterial, bool, 4, 4,
  2091. "( int index, string matName )\n"
  2092. "Changes the material name at the index." )
  2093. {
  2094. TerrainBlock *terr = object->getClientTerrain();
  2095. if ( !terr )
  2096. return false;
  2097. U32 index = dAtoi( argv[2] );
  2098. if ( index >= terr->getMaterialCount() )
  2099. return false;
  2100. terr->updateMaterial( index, argv[3] );
  2101. object->setDirty();
  2102. return true;
  2103. }
  2104. ConsoleMethod(TerrainEditor, addMaterial, S32, 3, 3,
  2105. "( string matName )\n"
  2106. "Adds a new material." )
  2107. {
  2108. TerrainBlock *terr = object->getClientTerrain();
  2109. if ( !terr )
  2110. return false;
  2111. terr->addMaterial( argv[2] );
  2112. object->setDirty();
  2113. return true;
  2114. }
  2115. ConsoleMethod( TerrainEditor, removeMaterial, void, 3, 3, "( int index ) - Remove the material at the given index." )
  2116. {
  2117. TerrainBlock *terr = object->getClientTerrain();
  2118. if ( !terr )
  2119. return;
  2120. S32 index = dAtoi( argv[ 2 ] );
  2121. if ( index < 0 || index >= terr->getMaterialCount() )
  2122. {
  2123. Con::errorf( "TerrainEditor::removeMaterial - index out of range!" );
  2124. return;
  2125. }
  2126. if ( terr->getMaterialCount() == 1 )
  2127. {
  2128. Con::errorf( "TerrainEditor::removeMaterial - cannot remove material, there is only one!" );
  2129. return;
  2130. }
  2131. const char *matName = terr->getMaterialName( index );
  2132. object->submitMaterialUndo( String::ToString( "Remove TerrainMaterial %s", matName ) );
  2133. terr->removeMaterial( index );
  2134. object->setDirty();
  2135. object->scheduleMaterialUpdate();
  2136. object->setGridUpdateMinMax();
  2137. }
  2138. ConsoleMethod(TerrainEditor, getMaterialCount, S32, 2, 2,
  2139. "Returns the current material count." )
  2140. {
  2141. TerrainBlock *terr = object->getClientTerrain();
  2142. if ( terr )
  2143. return terr->getMaterialCount();
  2144. return 0;
  2145. }
  2146. ConsoleMethod(TerrainEditor, getMaterials, const char *, 2, 2, "() gets the list of current terrain materials.")
  2147. {
  2148. TerrainBlock *terr = object->getClientTerrain();
  2149. if ( !terr )
  2150. return "";
  2151. char *ret = Con::getReturnBuffer(4096);
  2152. ret[0] = 0;
  2153. for(U32 i = 0; i < terr->getMaterialCount(); i++)
  2154. {
  2155. dStrcat( ret, terr->getMaterialName(i) );
  2156. dStrcat( ret, "\n" );
  2157. }
  2158. return ret;
  2159. }
  2160. ConsoleMethod( TerrainEditor, getMaterialName, const char*, 3, 3, "( int index ) - Returns the name of the material at the given index." )
  2161. {
  2162. TerrainBlock *terr = object->getClientTerrain();
  2163. if ( !terr )
  2164. return "";
  2165. S32 index = dAtoi( argv[ 2 ] );
  2166. if( index < 0 || index >= terr->getMaterialCount() )
  2167. {
  2168. Con::errorf( "TerrainEditor::getMaterialName - index out of range!" );
  2169. return "";
  2170. }
  2171. const char* name = terr->getMaterialName( index );
  2172. return Con::getReturnBuffer( name );
  2173. }
  2174. ConsoleMethod( TerrainEditor, getMaterialIndex, S32, 3, 3, "( string name ) - Returns the index of the material with the given name or -1." )
  2175. {
  2176. TerrainBlock *terr = object->getClientTerrain();
  2177. if ( !terr )
  2178. return -1;
  2179. const char* name = argv[ 2 ];
  2180. const U32 count = terr->getMaterialCount();
  2181. for( U32 i = 0; i < count; ++ i )
  2182. if( dStricmp( name, terr->getMaterialName( i ) ) == 0 )
  2183. return i;
  2184. return -1;
  2185. }
  2186. ConsoleMethod( TerrainEditor, reorderMaterial, void, 4, 4, "( int index, int order ) "
  2187. "- Reorder material at the given index to the new position, changing the order in which it is rendered / blended." )
  2188. {
  2189. object->reorderMaterial( dAtoi( argv[2] ), dAtoi( argv[3] ) );
  2190. }
  2191. ConsoleMethod(TerrainEditor, getTerrainUnderWorldPoint, S32, 3, 5, "(x/y/z) Gets the terrain block that is located under the given world point.\n"
  2192. "@param x/y/z The world coordinates (floating point values) you wish to query at. "
  2193. "These can be formatted as either a string (\"x y z\") or separately as (x, y, z)\n"
  2194. "@return Returns the ID of the requested terrain block (0 if not found).\n\n")
  2195. {
  2196. TerrainEditor *tEditor = (TerrainEditor *) object;
  2197. if(tEditor == NULL)
  2198. return 0;
  2199. Point3F pos;
  2200. if(argc == 3)
  2201. dSscanf(argv[2], "%f %f %f", &pos.x, &pos.y, &pos.z);
  2202. else if(argc == 5)
  2203. {
  2204. pos.x = dAtof(argv[2]);
  2205. pos.y = dAtof(argv[3]);
  2206. pos.z = dAtof(argv[4]);
  2207. }
  2208. else
  2209. {
  2210. Con::errorf("TerrainEditor.getTerrainUnderWorldPoint(): Invalid argument count! Valid arguments are either \"x y z\" or x,y,z\n");
  2211. return 0;
  2212. }
  2213. TerrainBlock* terrain = tEditor->getTerrainUnderWorldPoint(pos);
  2214. if(terrain != NULL)
  2215. {
  2216. return terrain->getId();
  2217. }
  2218. return 0;
  2219. }
  2220. //------------------------------------------------------------------------------
  2221. void TerrainEditor::initPersistFields()
  2222. {
  2223. addGroup("Misc");
  2224. addField("isDirty", TypeBool, Offset(mIsDirty, TerrainEditor));
  2225. addField("isMissionDirty", TypeBool, Offset(mIsMissionDirty, TerrainEditor));
  2226. addField("renderBorder", TypeBool, Offset(mRenderBorder, TerrainEditor)); ///< Not currently used
  2227. addField("borderHeight", TypeF32, Offset(mBorderHeight, TerrainEditor)); ///< Not currently used
  2228. addField("borderFillColor", TypeColorI, Offset(mBorderFillColor, TerrainEditor)); ///< Not currently used
  2229. addField("borderFrameColor", TypeColorI, Offset(mBorderFrameColor, TerrainEditor)); ///< Not currently used
  2230. addField("borderLineMode", TypeBool, Offset(mBorderLineMode, TerrainEditor)); ///< Not currently used
  2231. addField("selectionHidden", TypeBool, Offset(mSelectionHidden, TerrainEditor));
  2232. addField("renderVertexSelection", TypeBool, Offset(mRenderVertexSelection, TerrainEditor)); ///< Not currently used
  2233. addField("renderSolidBrush", TypeBool, Offset(mRenderSolidBrush, TerrainEditor));
  2234. addField("processUsesBrush", TypeBool, Offset(mProcessUsesBrush, TerrainEditor));
  2235. addField("maxBrushSize", TypePoint2I, Offset(mMaxBrushSize, TerrainEditor));
  2236. // action values...
  2237. addField("adjustHeightVal", TypeF32, Offset(mAdjustHeightVal, TerrainEditor)); ///< RaiseHeightAction and LowerHeightAction
  2238. addField("setHeightVal", TypeF32, Offset(mSetHeightVal, TerrainEditor)); ///< SetHeightAction
  2239. addField("scaleVal", TypeF32, Offset(mScaleVal, TerrainEditor)); ///< ScaleHeightAction
  2240. addField("smoothFactor", TypeF32, Offset(mSmoothFactor, TerrainEditor)); ///< SmoothHeightAction
  2241. addField("noiseFactor", TypeF32, Offset(mNoiseFactor, TerrainEditor)); ///< PaintNoiseAction
  2242. addField("materialGroup", TypeS32, Offset(mMaterialGroup, TerrainEditor)); ///< Not currently used
  2243. addField("softSelectRadius", TypeF32, Offset(mSoftSelectRadius, TerrainEditor)); ///< SoftSelectAction
  2244. addField("softSelectFilter", TypeString, Offset(mSoftSelectFilter, TerrainEditor)); ///< SoftSelectAction brush filtering
  2245. addField("softSelectDefaultFilter", TypeString, Offset(mSoftSelectDefaultFilter, TerrainEditor)); ///< SoftSelectAction brush filtering
  2246. addField("adjustHeightMouseScale", TypeF32, Offset(mAdjustHeightMouseScale, TerrainEditor)); ///< Not currently used
  2247. addField("paintIndex", TypeS32, Offset(mPaintIndex, TerrainEditor)); ///< PaintMaterialAction
  2248. endGroup("Misc");
  2249. Parent::initPersistFields();
  2250. }
  2251. ConsoleMethod( TerrainEditor, getSlopeLimitMinAngle, F32, 2, 2, 0)
  2252. {
  2253. return object->mSlopeMinAngle;
  2254. }
  2255. ConsoleMethod( TerrainEditor, setSlopeLimitMinAngle, F32, 3, 3, 0)
  2256. {
  2257. F32 angle = dAtof( argv[2] );
  2258. if ( angle < 0.0f )
  2259. angle = 0.0f;
  2260. if ( angle > object->mSlopeMaxAngle )
  2261. angle = object->mSlopeMaxAngle;
  2262. object->mSlopeMinAngle = angle;
  2263. return angle;
  2264. }
  2265. ConsoleMethod( TerrainEditor, getSlopeLimitMaxAngle, F32, 2, 2, 0)
  2266. {
  2267. return object->mSlopeMaxAngle;
  2268. }
  2269. ConsoleMethod( TerrainEditor, setSlopeLimitMaxAngle, F32, 3, 3, 0)
  2270. {
  2271. F32 angle = dAtof( argv[2] );
  2272. if ( angle > 90.0f )
  2273. angle = 90.0f;
  2274. if ( angle < object->mSlopeMinAngle )
  2275. angle = object->mSlopeMinAngle;
  2276. object->mSlopeMaxAngle = angle;
  2277. return angle;
  2278. }
  2279. //------------------------------------------------------------------------------
  2280. void TerrainEditor::autoMaterialLayer( F32 mMinHeight, F32 mMaxHeight, F32 mMinSlope, F32 mMaxSlope )
  2281. {
  2282. if (!mActiveTerrain)
  2283. return;
  2284. S32 mat = getPaintMaterialIndex();
  2285. if (mat == -1)
  2286. return;
  2287. mUndoSel = new Selection;
  2288. U32 terrBlocks = mActiveTerrain->getBlockSize();
  2289. for (U32 y = 0; y < terrBlocks; y++)
  2290. {
  2291. for (U32 x = 0; x < terrBlocks; x++)
  2292. {
  2293. // get info
  2294. GridPoint gp;
  2295. gp.terrainBlock = mActiveTerrain;
  2296. gp.gridPos.set(x, y);
  2297. GridInfo gi;
  2298. getGridInfo(gp, gi);
  2299. if (gi.mMaterial == mat)
  2300. continue;
  2301. Point3F wp;
  2302. gridToWorld(gp, wp);
  2303. if (!(wp.z >= mMinHeight && wp.z <= mMaxHeight))
  2304. continue;
  2305. // transform wp to object space
  2306. Point3F op;
  2307. mActiveTerrain->getWorldTransform().mulP(wp, &op);
  2308. Point3F norm;
  2309. mActiveTerrain->getNormal(Point2F(op.x, op.y), &norm, true);
  2310. if (mMinSlope > 0)
  2311. if (norm.z > mSin(mDegToRad(90.0f - mMinSlope)))
  2312. continue;
  2313. if (mMaxSlope < 90)
  2314. if (norm.z < mSin(mDegToRad(90.0f - mMaxSlope)))
  2315. continue;
  2316. gi.mMaterialChanged = true;
  2317. mUndoSel->add(gi);
  2318. gi.mMaterial = mat;
  2319. setGridInfo(gi);
  2320. }
  2321. }
  2322. if(mUndoSel->size())
  2323. submitUndo( mUndoSel );
  2324. else
  2325. delete mUndoSel;
  2326. mUndoSel = 0;
  2327. scheduleMaterialUpdate();
  2328. }
  2329. ConsoleMethod( TerrainEditor, autoMaterialLayer, void, 6, 6, "(float minHeight, float maxHeight, float minSlope, float maxSlope)")
  2330. {
  2331. object->autoMaterialLayer( dAtof(argv[2]), dAtof(argv[3]), dAtof(argv[4]), dAtof(argv[5]) );
  2332. }