0ad/source/tools/atlas/GameInterface/Handlers/ElevationHandlers.cpp
Ykkrosh a56bd4b2c1 Add GPL header to Atlas code
This was SVN commit r6910.
2009-06-20 16:13:29 +00:00

222 lines
5.4 KiB
C++

/* Copyright (C) 2009 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 "MessageHandler.h"
#include "../CommandProc.h"
#include "graphics/Terrain.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "maths/MathUtil.h"
#include "simulation/EntityManager.h"
#include "graphics/RenderableObject.h"
#include "../Brushes.h"
#include "../DeltaArray.h"
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, (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, (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(x, ssize_t(0), ssize_t(m_VertsPerSide-1)), clamp(y, ssize_t(0), ssize_t(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;
cAlterElevation()
{
m_TerrainDelta.Init();
}
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);
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));
}
g_Game->GetWorld()->GetTerrain()->MakeDirty(x0, y0, x0+g_CurrentBrush.m_W, y0+g_CurrentBrush.m_H, RENDERDATA_UPDATE_VERTICES);
g_EntityManager.InvalidateAll();
}
void Undo()
{
m_TerrainDelta.Undo();
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
g_EntityManager.InvalidateAll();
}
void Redo()
{
m_TerrainDelta.Redo();
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
g_EntityManager.InvalidateAll();
}
void MergeIntoPrevious(cAlterElevation* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
}
};
END_COMMAND(AlterElevation)
//////////////////////////////////////////////////////////////////////////
BEGIN_COMMAND(FlattenElevation)
{
TerrainArray m_TerrainDelta;
cFlattenElevation()
{
m_TerrainDelta.Init();
}
void Do()
{
int amount = (int)msg->amount;
static CVector3D previousPosition;
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));
}
g_Game->GetWorld()->GetTerrain()->MakeDirty(x0, y0, x0+g_CurrentBrush.m_W, y0+g_CurrentBrush.m_H, RENDERDATA_UPDATE_VERTICES);
g_EntityManager.InvalidateAll();
}
void Undo()
{
m_TerrainDelta.Undo();
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
g_EntityManager.InvalidateAll();
}
void Redo()
{
m_TerrainDelta.Redo();
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
g_EntityManager.InvalidateAll();
}
void MergeIntoPrevious(cFlattenElevation* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
}
};
END_COMMAND(FlattenElevation)
}