This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Tools/LevelEdit/editableheightfield.h

305 lines
10 KiB
C++

/*
** 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 &center, float amount, float inner_radius, float outter_radius);
void Smooth_Heightfield (const Vector3 &center, float amount, float inner_radius, float outter_radius);
void Smooth_Foundation_Heightfield (const Vector3 &center, 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