tge/engine/editor/terrainActions.cc
2017-04-17 06:17:10 -06:00

597 lines
18 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "editor/terrainActions.h"
#include "platform/event.h"
#include "gui/core/guiCanvas.h"
//------------------------------------------------------------------------------
void SelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool selChanged, Type type)
{
if(sel == mTerrainEditor->getCurrentSel())
return;
if(type == Process)
return;
if(selChanged)
{
if(event.modifier & SI_CTRL)
{
for(U32 i = 0; i < sel->size(); i++)
mTerrainEditor->getCurrentSel()->remove((*sel)[i]);
}
else
{
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo gInfo;
if(mTerrainEditor->getCurrentSel()->getInfo((*sel)[i].mGridPos, gInfo))
{
if(!gInfo.mPrimarySelect)
gInfo.mPrimarySelect = (*sel)[i].mPrimarySelect;
if(gInfo.mWeight < (*sel)[i].mWeight)
gInfo.mWeight = (*sel)[i].mWeight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
else
mTerrainEditor->getCurrentSel()->add((*sel)[i]);
}
}
}
}
//------------------------------------------------------------------------------
void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
{
// allow process of current selection
Selection tmpSel;
if(sel == mTerrainEditor->getCurrentSel())
{
tmpSel = *sel;
sel = &tmpSel;
}
if(type == Begin || type == Process)
mFilter.set(1, &mTerrainEditor->mSoftSelectFilter);
//
if(selChanged)
{
F32 radius = mTerrainEditor->mSoftSelectRadius;
if(radius == 0.f)
return;
S32 squareSize = mTerrainEditor->getTerrainBlock()->getSquareSize();
U32 offset = U32(radius / F32(squareSize)) + 1;
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo & info = (*sel)[i];
info.mPrimarySelect = true;
info.mWeight = mFilter.getValue(0);
if(!mTerrainEditor->getCurrentSel()->add(info))
mTerrainEditor->getCurrentSel()->setInfo(info);
Point2F infoPos(info.mGridPos.x, info.mGridPos.y);
//
for(S32 x = info.mGridPos.x - offset; x < info.mGridPos.x + (offset << 1); x++)
for(S32 y = info.mGridPos.y - offset; y < info.mGridPos.y + (offset << 1); y++)
{
//
Point2F pos(x, y);
F32 dist = Point2F(pos - infoPos).len() * F32(squareSize);
if(dist > radius)
continue;
F32 weight = mFilter.getValue(dist / radius);
//
GridInfo gInfo;
if(mTerrainEditor->getCurrentSel()->getInfo(Point2I(x, y), gInfo))
{
if(gInfo.mPrimarySelect)
continue;
if(gInfo.mWeight < weight)
{
gInfo.mWeight = weight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
}
else
{
mTerrainEditor->getGridInfo(Point2I(x, y), gInfo);
gInfo.mWeight = weight;
gInfo.mPrimarySelect = false;
mTerrainEditor->getCurrentSel()->add(gInfo);
}
}
}
}
}
//------------------------------------------------------------------------------
void OutlineSelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
sel;event;type;
switch(type)
{
case Begin:
if(event.modifier & SI_SHIFT)
break;
mTerrainEditor->getCurrentSel()->reset();
break;
case End:
case Update:
default:
return;
}
mLastEvent = event;
}
//------------------------------------------------------------------------------
void PaintMaterialAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
S32 mat = mTerrainEditor->getPaintMaterial();
if(selChanged && mat != -1)
{
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo &inf = (*sel)[i];
mTerrainEditor->getUndoSel()->add(inf);
inf.mMaterialChanged = true;
U32 dAmt = (U32)(inf.mWeight * 255);
if(inf.mMaterialAlpha[mat] < dAmt)
{
inf.mMaterialAlpha[mat] = dAmt;
U32 total = 0;
// We have to limit to top 4 contributors... so drop the bottom
// one if we go over that.
U32 numContributors = 0;
for(S32 i = 0; i < TerrainBlock::MaterialGroups; i++)
{
if(i != mat)
total += inf.mMaterialAlpha[i];
if(inf.mMaterialAlpha[i] > 0)
numContributors++;
}
// And if we've got more than four, adjust to fit.
//
// Four is a magic number derived from the blender's limitations
// and may have to be updated...
if(numContributors > 4)
{
// Find the lowest material that's not the painted one...
S32 smallestContributor = -1, smallestContribAmt = S32_MAX;
for(S32 i=0; i < TerrainBlock::MaterialGroups; i++)
{
if(inf.mMaterialAlpha[i] < smallestContribAmt && i != mat)
{
smallestContribAmt = inf.mMaterialAlpha[i];
smallestContributor = i;
}
}
AssertFatal(smallestContributor != -1,
"PaintMaterialAction::process - didn't find a smallest contributor?!");
// Set it to zero and update the total so we'll scale properly.
total -= inf.mMaterialAlpha[smallestContributor];
inf.mMaterialAlpha[smallestContributor] = 0;
}
if(total != 0)
{
// gotta scale them down...
F32 scaleFactor = (255 - dAmt) / F32(total);
for(S32 i = 0; i < TerrainBlock::MaterialGroups; i++)
{
if(i != mat)
inf.mMaterialAlpha[i] = (U8)(inf.mMaterialAlpha[i] * scaleFactor);
}
}
}
mTerrainEditor->setGridInfo(inf);
}
mTerrainEditor->materialUpdateComplete();
}
}
//------------------------------------------------------------------------------
void RaiseHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
// ok the raise height action is our "dirt pour" action
// only works on brushes...
Brush *brush = dynamic_cast<Brush *>(sel);
if(!brush)
return;
Point2I brushPos = brush->getPosition();
Point2I brushSize = brush->getSize();
GridInfo cur; // the height at the brush position
mTerrainEditor->getGridInfo(brushPos, cur);
// we get 30 process actions per second (at least)
F32 heightAdjust = mTerrainEditor->mAdjustHeightVal / 30;
// nothing can get higher than the current brush pos adjusted height
F32 maxHeight = cur.mHeight + heightAdjust;
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
if((*sel)[i].mHeight < maxHeight)
{
(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
if((*sel)[i].mHeight > maxHeight)
(*sel)[i].mHeight = maxHeight;
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
//------------------------------------------------------------------------------
void LowerHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
// ok the lower height action is our "dirt dig" action
// only works on brushes...
Brush *brush = dynamic_cast<Brush *>(sel);
if(!brush)
return;
Point2I brushPos = brush->getPosition();
Point2I brushSize = brush->getSize();
GridInfo cur; // the height at the brush position
mTerrainEditor->getGridInfo(brushPos, cur);
// we get 30 process actions per second (at least)
F32 heightAdjust = -mTerrainEditor->mAdjustHeightVal / 30;
// nothing can get higher than the current brush pos adjusted height
F32 maxHeight = cur.mHeight + heightAdjust;
if(maxHeight < 0)
maxHeight = 0;
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
if((*sel)[i].mHeight > maxHeight)
{
(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
if((*sel)[i].mHeight < maxHeight)
(*sel)[i].mHeight = maxHeight;
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
//------------------------------------------------------------------------------
void SetHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mHeight = mTerrainEditor->mSetHeightVal;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void SetEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
mTerrainEditor->setMissionDirty();
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags |= TerrainBlock::Material::Empty;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void ClearEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
mTerrainEditor->setMissionDirty();
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags &= ~TerrainBlock::Material::Empty;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void SetModifiedAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags |= TerrainBlock::Material::Modified;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void ClearModifiedAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags &= ~TerrainBlock::Material::Modified;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void ScaleHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mHeight *= mTerrainEditor->mScaleVal;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
void BrushAdjustHeightAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
if(type == Process)
return;
//
if(type == Begin)
{
mTerrainEditor->lockSelection(true);
mFirstPos = mLastPos = event.mousePoint;
Canvas->mouseLock(mTerrainEditor);
// the way this works is:
// construct a plane that goes through the collision point
// with one axis up the terrain Z, and horizontally parallel to the
// plane of projection
// the cross of the camera ffdv and the terrain up vector produces
// the cross plane vector.
// all subsequent mouse actions are collided against the plane and the deltaZ
// from the previous position is used to delta the selection up and down.
Point3F cameraDir;
EditTSCtrl::smCamMatrix.getColumn(1, &cameraDir);
mTerrainEditor->getTerrainBlock()->getTransform().getColumn(2, &mTerrainUpVector);
// ok, get the cross vector for the plane:
Point3F planeCross;
mCross(cameraDir, mTerrainUpVector, planeCross);
planeCross.normalize();
Point3F planeNormal;
Point3F intersectPoint;
mTerrainEditor->collide(event, intersectPoint);
mCross(mTerrainUpVector, planeCross, planeNormal);
mIntersectionPlane.set(intersectPoint, planeNormal);
// ok, we have the intersection point...
// project the collision point onto the up vector of the terrain
mPreviousZ = mDot(mTerrainUpVector, intersectPoint);
// add to undo
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mStartHeight = (*sel)[i].mHeight;
}
}
else if(type == Update)
{
// ok, collide the ray from the event with the intersection plane:
Point3F intersectPoint;
Point3F start = event.pos;
Point3F end = start + event.vec * 1000;
F32 t = mIntersectionPlane.intersect(start, end);
m_point3F_interpolate( start, end, t, intersectPoint);
F32 currentZ = mDot(mTerrainUpVector, intersectPoint);
F32 diff = currentZ - mPreviousZ;
//
//F32 diff = (event.mousePoint.x - mLastPos.x) * mTerrainEditor->mAdjustHeightMouseScale;
for(U32 i = 0; i < sel->size(); i++)
{
(*sel)[i].mHeight = (*sel)[i].mStartHeight + diff * (*sel)[i].mWeight;
// clamp it
if((*sel)[i].mHeight < 0.f)
(*sel)[i].mHeight = 0.f;
if((*sel)[i].mHeight > 2047.f)
(*sel)[i].mHeight = 2047.f;
mTerrainEditor->setGridInfoHeight((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
mLastPos = event.mousePoint;
}
else if(type == End)
{
Canvas->mouseUnlock(mTerrainEditor);
Canvas->setCursorPos(mFirstPos);
}
}
//------------------------------------------------------------------------------
AdjustHeightAction::AdjustHeightAction(TerrainEditor * editor) :
BrushAdjustHeightAction(editor)
{
mCursor = 0;
}
void AdjustHeightAction::process(Selection *sel, const Gui3DMouseEvent & event, bool b, Type type)
{
Selection * curSel = mTerrainEditor->getCurrentSel();
BrushAdjustHeightAction::process(curSel, event, b, type);
}
//------------------------------------------------------------------------------
// flatten the primary selection then blend in the rest...
void FlattenHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(!sel->size())
return;
if(selChanged)
{
F32 average = 0.f;
// get the average height
U32 cPrimary = 0;
for(U32 k = 0; k < sel->size(); k++)
if((*sel)[k].mPrimarySelect)
{
cPrimary++;
average += (*sel)[k].mHeight;
}
average /= cPrimary;
// set it
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
//
if((*sel)[i].mPrimarySelect)
(*sel)[i].mHeight = average;
else
{
F32 h = average - (*sel)[i].mHeight;
(*sel)[i].mHeight += (h * (*sel)[i].mWeight);
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void SmoothHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(!sel->size())
return;
if(selChanged)
{
F32 avgHeight = 0.f;
for(U32 k = 0; k < sel->size(); k++)
{
mTerrainEditor->getUndoSel()->add((*sel)[k]);
avgHeight += (*sel)[k].mHeight;
}
avgHeight /= sel->size();
// clamp the terrain smooth factor...
if(mTerrainEditor->mSmoothFactor < 0.f)
mTerrainEditor->mSmoothFactor = 0.f;
if(mTerrainEditor->mSmoothFactor > 1.f)
mTerrainEditor->mSmoothFactor = 1.f;
// linear
for(U32 i = 0; i < sel->size(); i++)
{
(*sel)[i].mHeight += (avgHeight - (*sel)[i].mHeight) * mTerrainEditor->mSmoothFactor * (*sel)[i].mWeight;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
void SetMaterialGroupAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags |= TerrainBlock::Material::Modified;
(*sel)[i].mMaterialGroup = mTerrainEditor->mMaterialGroup;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}