0ad/source/tools/atlas/GameInterface/Handlers/ElevationHandlers.cpp

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/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "graphics/RenderableObject.h"
#include "graphics/Terrain.h"
#include "graphics/UnitManager.h"
#include "lib/posix/posix_types.h"
#include "lib/types.h"
#include "maths/MathUtil.h"
#include "maths/Vector3D.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Entity.h"
#include "tools/atlas/GameInterface/Brushes.h"
#include "tools/atlas/GameInterface/CommandProc.h"
#include "tools/atlas/GameInterface/DeltaArray.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <vector>
namespace AtlasMessage {
class TerrainArray : public DeltaArray2D<u16>
{
public:
void Init()
{
m_Heightmap = g_Game->GetWorld()->GetTerrain().GetHeightMap();
m_VertsPerSide = g_Game->GetWorld()->GetTerrain().GetVerticesPerSide();
}
void RaiseVertex(ssize_t x, ssize_t y, int amount)
{
// Ignore out-of-bounds vertices
if (size_t(x) >= size_t(m_VertsPerSide) || size_t(y) >= size_t(m_VertsPerSide))
return;
set(x, y, static_cast<u16>(Clamp(get(x,y) + amount, 0, 65535)));
}
void MoveVertexTowards(ssize_t x, ssize_t y, int target, int amount)
{
if (size_t(x) >= size_t(m_VertsPerSide) || size_t(y) >= size_t(m_VertsPerSide))
return;
int h = get(x,y);
if (h < target)
h = std::min(target, h + amount);
else if (h > target)
h = std::max(target, h - amount);
else
return;
set(x, y, static_cast<u16>(Clamp(h, 0, 65535)));
}
void SetVertex(ssize_t x, ssize_t y, u16 value)
{
if (size_t(x) >= size_t(m_VertsPerSide) || size_t(y) >= size_t(m_VertsPerSide))
return;
set(x,y, value);
}
u16 GetVertex(ssize_t x, ssize_t y)
{
return get(Clamp<ssize_t>(x, 0, m_VertsPerSide - 1), Clamp<ssize_t>(y, 0, m_VertsPerSide - 1));
}
protected:
u16 getOld(ssize_t x, ssize_t y)
{
return m_Heightmap[y*m_VertsPerSide + x];
}
void setNew(ssize_t x, ssize_t y, const u16& val)
{
m_Heightmap[y*m_VertsPerSide + x] = val;
}
u16* m_Heightmap;
ssize_t m_VertsPerSide;
};
//////////////////////////////////////////////////////////////////////////
BEGIN_COMMAND(AlterElevation)
{
TerrainArray m_TerrainDelta;
ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper)
cAlterElevation()
{
m_TerrainDelta.Init();
}
void MakeDirty()
{
g_Game->GetWorld()->GetTerrain().MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
g_Game->GetWorld()->GetUnitManager().MakeTerrainDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1);
}
void Do()
{
int amount = (int)msg->amount;
// If the framerate is very high, 'amount' is often very
// small (even zero) so the integer truncation is significant
static float roundingError = 0.0;
roundingError += msg->amount - (float)amount;
if (roundingError >= 1.f)
{
amount += (int)roundingError;
roundingError -= (float)(int)roundingError;
}
static CVector3D previousPosition;
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(previousPosition);
previousPosition = g_CurrentBrush.m_Centre;
ssize_t x0, y0;
g_CurrentBrush.GetBottomLeft(x0, y0);
for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
{
for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
{
// TODO: proper variable raise amount (store floats in terrain delta array?)
float b = g_CurrentBrush.Get(dx, dy);
if (b)
m_TerrainDelta.RaiseVertex(x0+dx, y0+dy, (int)(amount*b));
}
}
m_i0 = x0 - 1;
m_j0 = y0 - 1;
m_i1 = x0 + g_CurrentBrush.m_W;
m_j1 = y0 + g_CurrentBrush.m_H;
MakeDirty();
}
void Undo()
{
m_TerrainDelta.Undo();
MakeDirty();
}
void Redo()
{
m_TerrainDelta.Redo();
MakeDirty();
}
void MergeIntoPrevious(cAlterElevation* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
prev->m_i0 = std::min(prev->m_i0, m_i0);
prev->m_j0 = std::min(prev->m_j0, m_j0);
prev->m_i1 = std::max(prev->m_i1, m_i1);
prev->m_j1 = std::max(prev->m_j1, m_j1);
}
};
END_COMMAND(AlterElevation)
//////////////////////////////////////////////////////////////////////////
BEGIN_COMMAND(SmoothElevation)
{
TerrainArray m_TerrainDelta;
ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper)
cSmoothElevation()
{
m_TerrainDelta.Init();
}
void MakeDirty()
{
g_Game->GetWorld()->GetTerrain().MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
g_Game->GetWorld()->GetUnitManager().MakeTerrainDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1);
}
void Do()
{
int amount = (int)msg->amount;
// If the framerate is very high, 'amount' is often very
// small (even zero) so the integer truncation is significant
static float roundingError = 0.0;
roundingError += msg->amount - (float)amount;
if (roundingError >= 1.f)
{
amount += (int)roundingError;
roundingError -= (float)(int)roundingError;
}
static CVector3D previousPosition;
g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(previousPosition);
previousPosition = g_CurrentBrush.m_Centre;
ssize_t x0, y0;
g_CurrentBrush.GetBottomLeft(x0, y0);
if (g_CurrentBrush.m_H > 2)
{
std::vector<float> terrainDeltas;
ssize_t num = (g_CurrentBrush.m_H - 2) * (g_CurrentBrush.m_W - 2);
terrainDeltas.resize(num);
// For each vertex, compute the average of the 9 adjacent vertices
for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
{
for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
{
float delta = m_TerrainDelta.GetVertex(x0+dx, y0+dy) / 9.0f;
ssize_t x1_min = std::max((ssize_t)1, dx - 1);
ssize_t x1_max = std::min(dx + 1, g_CurrentBrush.m_W - 2);
ssize_t y1_min = std::max((ssize_t)1, dy - 1);
ssize_t y1_max = std::min(dy + 1, g_CurrentBrush.m_H - 2);
for (ssize_t yy = y1_min; yy <= y1_max; ++yy)
{
for (ssize_t xx = x1_min; xx <= x1_max; ++xx)
{
ssize_t index = (yy-1)*(g_CurrentBrush.m_W-2) + (xx-1);
terrainDeltas[index] += delta;
}
}
}
}
// Move each vertex towards the computed average of its neighbours
for (ssize_t dy = 1; dy < g_CurrentBrush.m_H - 1; ++dy)
{
for (ssize_t dx = 1; dx < g_CurrentBrush.m_W - 1; ++dx)
{
ssize_t index = (dy-1)*(g_CurrentBrush.m_W-2) + (dx-1);
float b = g_CurrentBrush.Get(dx, dy);
if (b)
m_TerrainDelta.MoveVertexTowards(x0+dx, y0+dy, (int)terrainDeltas[index], (int)(amount*b));
}
}
}
m_i0 = x0;
m_j0 = y0;
m_i1 = x0 + g_CurrentBrush.m_W - 1;
m_j1 = y0 + g_CurrentBrush.m_H - 1;
MakeDirty();
}
void Undo()
{
m_TerrainDelta.Undo();
MakeDirty();
}
void Redo()
{
m_TerrainDelta.Redo();
MakeDirty();
}
void MergeIntoPrevious(cSmoothElevation* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
prev->m_i0 = std::min(prev->m_i0, m_i0);
prev->m_j0 = std::min(prev->m_j0, m_j0);
prev->m_i1 = std::max(prev->m_i1, m_i1);
prev->m_j1 = std::max(prev->m_j1, m_j1);
}
};
END_COMMAND(SmoothElevation)
//////////////////////////////////////////////////////////////////////////
BEGIN_COMMAND(FlattenElevation)
{
TerrainArray m_TerrainDelta;
ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper)
cFlattenElevation()
{
m_TerrainDelta.Init();
}
void MakeDirty()
{
g_Game->GetWorld()->GetTerrain().MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
g_Game->GetWorld()->GetUnitManager().MakeTerrainDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1);
}
void Do()
{
int amount = (int)msg->amount;
static CVector3D previousPosition;
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(previousPosition);
previousPosition = g_CurrentBrush.m_Centre;
ssize_t xc, yc;
g_CurrentBrush.GetCentre(xc, yc);
u16 height = m_TerrainDelta.GetVertex(xc, yc);
ssize_t x0, y0;
g_CurrentBrush.GetBottomLeft(x0, y0);
for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
{
for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
{
float b = g_CurrentBrush.Get(dx, dy);
if (b)
m_TerrainDelta.MoveVertexTowards(x0+dx, y0+dy, height, 1 + (int)(b*amount));
}
}
m_i0 = x0 - 1;
m_j0 = y0 - 1;
m_i1 = x0 + g_CurrentBrush.m_W;
m_j1 = y0 + g_CurrentBrush.m_H;
MakeDirty();
}
void Undo()
{
m_TerrainDelta.Undo();
MakeDirty();
}
void Redo()
{
m_TerrainDelta.Redo();
MakeDirty();
}
void MergeIntoPrevious(cFlattenElevation* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
prev->m_i0 = std::min(prev->m_i0, m_i0);
prev->m_j0 = std::min(prev->m_j0, m_j0);
prev->m_i1 = std::max(prev->m_i1, m_i1);
prev->m_j1 = std::max(prev->m_j1, m_j1);
}
};
END_COMMAND(FlattenElevation)
BEGIN_COMMAND(PikeElevation)
{
TerrainArray m_TerrainDelta;
ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper)
cPikeElevation()
{
m_TerrainDelta.Init();
}
void MakeDirty()
{
g_Game->GetWorld()->GetTerrain().MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
g_Game->GetWorld()->GetUnitManager().MakeTerrainDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_VERTICES);
CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (cmpTerrain)
cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1);
}
void Do()
{
int amount = (int)msg->amount;
// If the framerate is very high, 'amount' is often very
// small (even zero) so the integer truncation is significant
static float roundingError = 0.0;
roundingError += msg->amount - (float)amount;
if (roundingError >= 1.f)
{
amount += (int)roundingError;
roundingError -= (float)(int)roundingError;
}
static CVector3D previousPosition;
g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(previousPosition);
previousPosition = g_CurrentBrush.m_Centre;
ssize_t x0, y0;
g_CurrentBrush.GetBottomLeft(x0, y0);
float h = ((float) g_CurrentBrush.m_H - 1) / 2.f;
for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
{
for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
{
float b = g_CurrentBrush.Get(dx, dy);
if (b)
{
float x = (float)dx - ((float)g_CurrentBrush.m_H - 1) / 2.f;
float y = (float)dy - ((float)g_CurrentBrush.m_W - 1) / 2.f;
float distance = Clamp(1 - static_cast<float>(sqrt(x * x + y * y)) / h, 0.01f, 1.0f);
distance *= distance;
m_TerrainDelta.RaiseVertex(x0 + dx, y0 + dy, (int)(amount * distance));
}
}
}
m_i0 = x0 - 1;
m_j0 = y0 - 1;
m_i1 = x0 + g_CurrentBrush.m_W;
m_j1 = y0 + g_CurrentBrush.m_H;
MakeDirty();
}
void Undo()
{
m_TerrainDelta.Undo();
MakeDirty();
}
void Redo()
{
m_TerrainDelta.Redo();
MakeDirty();
}
void MergeIntoPrevious(cPikeElevation* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
prev->m_i0 = std::min(prev->m_i0, m_i0);
prev->m_j0 = std::min(prev->m_j0, m_j0);
prev->m_i1 = std::max(prev->m_i1, m_i1);
prev->m_j1 = std::max(prev->m_j1, m_j1);
}
};
END_COMMAND(PikeElevation)
}