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