/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see <http://www.gnu.org/licenses/>. */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : leveledit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/editableheightfield.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 3/07/02 1:55p $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __EDITABLEHEIGHTFIELD_H #define __EDITABLEHEIGHTFIELD_H #include "rendobj.h" #include "vector.h" #include "shader.h" #include "coltest.h" #include "castres.h" #include "tri.h" ////////////////////////////////////////////////////////////////////// // Forward declarations ////////////////////////////////////////////////////////////////////// class VertexMaterialClass; class TerrainMaterialClass; class RenegadeTerrainPatchClass; class StaticPhysClass; ////////////////////////////////////////////////////////////////////// // // EditableHeightfieldClass // ////////////////////////////////////////////////////////////////////// class EditableHeightfieldClass { public: /////////////////////////////////////////////////////////////////// // Public constructors/destructors /////////////////////////////////////////////////////////////////// EditableHeightfieldClass (void); EditableHeightfieldClass (const EditableHeightfieldClass &src); virtual ~EditableHeightfieldClass (void); /////////////////////////////////////////////////////////////////// // Public operators /////////////////////////////////////////////////////////////////// const EditableHeightfieldClass & operator= (const EditableHeightfieldClass &src); /////////////////////////////////////////////////////////////////// // Public methods /////////////////////////////////////////////////////////////////// // // Initialization // void Create (float width, float height, float meters_per_point); void Create (const char *heightmap_filename, float width, float height, float meters_per_point, float scale); void Create (HBITMAP bitmap, float width, float height, float meters_per_point, float scale); // // Configuration // void Set_Dimensions (float width, float height, float meters_per_point); float Get_Width (void) const { return Width; } float Get_Height (void) const { return Height; } float Get_Density (void) const { return Density; } // // Height editing // void Deform_Heightfield (const Vector3 ¢er, float amount, float inner_radius, float outter_radius); void Smooth_Heightfield (const Vector3 ¢er, float amount, float inner_radius, float outter_radius); void Smooth_Foundation_Heightfield (const Vector3 ¢er, float amount, float inner_radius, float outter_radius); void Paint_Heightfield (const Vector3 &world_space_center, int texture_index, float amount, float inner_radius, float outter_radius); void Cutout_Heightfield (const Vector3 &world_space_center, float outter_radius, bool subtract); // // Save/load support // bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); void Load_Variables (ChunkLoadClass &cload); void Load_Materials (ChunkLoadClass &cload); void On_Post_Load (void); void Assign_Unique_IDs (void); // // Material access // TerrainMaterialClass * Peek_Material (int index) { return MaterialList[index]; } void Set_Material (int index, TerrainMaterialClass *material); void On_Material_Changed (int index); protected: /////////////////////////////////////////////////////////////////// // Protected methods /////////////////////////////////////////////////////////////////// // // Index utility functions // int Grid_Index (int x, int y) { return (y * GridPointsX) + x; } int Get_Point_Index_X (float x_pos, bool clamp = true); int Get_Point_Index_Y (float y_pos, bool clamp = true); int Get_Quad_Index_X (float x_pos, bool clamp = true); int Get_Quad_Index_Y (float y_pos, bool clamp = true); bool Is_Valid_Quad (int x, int y); void Free_Grid (void); void Free_Patches (void); void Free_Material (void); void Initialize_Material (void); void Initialize (void); void Initialize_Grid (void); void Allocate_Grid (void); void Update_Normals (int min_x, int min_y, int max_x, int max_y); void Update_UVs (void); void Update_Texture_Quad_List (int min_x, int min_y, int max_x, int max_y); void Allocate_Patches (void); void Update_Patch_Pos_And_Normals (int min_x, int min_y, int max_x, int max_y); void Update_Patch_Texture_Quads (void); /////////////////////////////////////////////////////////////////// // Protected data types /////////////////////////////////////////////////////////////////// typedef enum { PASS_BASE = 0, PASS_ALPHA, PASS_COUNT } TEXTURE_PASS_TYPE; enum { MAX_TEXTURE_PASSES = 10, }; enum { QF_NORMAL = 0, QF_HIDDEN = 1, } QUAD_FLAGS; /////////////////////////////////////////////////////////////////// // Protected member data /////////////////////////////////////////////////////////////////// Vector3 * Grid; Vector3 * GridNormals; Vector2 * GridUVs[MAX_TEXTURE_PASSES]; float * TextureWeights[MAX_TEXTURE_PASSES]; uint8 * QuadFlags; int GridPointsX; int GridPointsY; int GridPointCount; float Width; float Height; float Density; TerrainMaterialClass * MaterialList[MAX_TEXTURE_PASSES]; RenegadeTerrainPatchClass ** PatchGrid; StaticPhysClass ** PhysObjGrid; int PatchesX; int PatchesY; int PatchGridPointsX; int PatchGridPointsY; float PatchWidth; float PatchHeight; }; ////////////////////////////////////////////////////////////////////// // Get_Point_Index_X ////////////////////////////////////////////////////////////////////// WWINLINE int EditableHeightfieldClass::Get_Point_Index_X (float x_pos, bool clamp) { int point_x = WWMath::Float_To_Int_Floor (x_pos / Density); // // Clamp the index to the range of existing points // if (clamp) { point_x = WWMath::Clamp_Int (point_x, 0, GridPointsX - 1); } return point_x; } ////////////////////////////////////////////////////////////////////// // Get_Point_Index_Y ////////////////////////////////////////////////////////////////////// WWINLINE int EditableHeightfieldClass::Get_Point_Index_Y (float y_pos, bool clamp) { int point_y = WWMath::Float_To_Int_Floor (y_pos / Density); // // Clamp the index to the range of existing point cells // if (clamp) { point_y = WWMath::Clamp_Int (point_y, 0, GridPointsY - 1); } return point_y; } ////////////////////////////////////////////////////////////////////// // Get_Quad_Index_X ////////////////////////////////////////////////////////////////////// WWINLINE int EditableHeightfieldClass::Get_Quad_Index_X (float x_pos, bool clamp) { int quad_x = WWMath::Float_To_Int_Floor (x_pos / Density); // // Clamp the index to the range of existing quad cells // if (clamp) { quad_x = WWMath::Clamp_Int (quad_x, 0, GridPointsX - 2); } return quad_x; } ////////////////////////////////////////////////////////////////////// // Get_Quad_Index_Y ////////////////////////////////////////////////////////////////////// WWINLINE int EditableHeightfieldClass::Get_Quad_Index_Y (float y_pos, bool clamp) { int quad_y = WWMath::Float_To_Int_Floor (y_pos / Density); // // Clamp the index to the range of existing quad cells // if (clamp) { quad_y = WWMath::Clamp_Int (quad_y, 0, GridPointsY - 2); } return quad_y; } ////////////////////////////////////////////////////////////////////// // Is_Valid_Quad ////////////////////////////////////////////////////////////////////// WWINLINE bool EditableHeightfieldClass::Is_Valid_Quad (int x, int y) { bool retval = false; // // Simply check to see if the coordinates are inside the patch // if ( x >= 0 && x < (GridPointsX - 1) && y >= 0 && y < (GridPointsY - 1)) { retval = true; } return retval; } #endif //__EDITABLEHEIGHTFIELD_H