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authorPiotr Dziwinski <piotrdz@gmail.com>2012-08-08 21:32:44 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-08-08 21:32:44 +0200
commit878eec8eea26deedf3b1346df71bff391424c325 (patch)
treed574aa7408f239cd46553433e9b63a07474b824f /src/graphics/engine/terrain.h
parentf7e78b21e9655604ba6fba1d068a9bf7f00b85a5 (diff)
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CTerrain implementation
Added rewritten CTerrain implementation Compiles OK, but functions are missing from other classes Also needs testing
Diffstat (limited to 'src/graphics/engine/terrain.h')
-rw-r--r--src/graphics/engine/terrain.h258
1 files changed, 168 insertions, 90 deletions
diff --git a/src/graphics/engine/terrain.h b/src/graphics/engine/terrain.h
index 8d8b165..a198590 100644
--- a/src/graphics/engine/terrain.h
+++ b/src/graphics/engine/terrain.h
@@ -40,56 +40,72 @@ enum TerrainRes
TR_STONE = 1,
TR_URANIUM = 2,
TR_POWER = 3,
- TR_KEYa = 4,
- TR_KEYb = 5,
- TR_KEYc = 6,
- TR_KEYd = 7,
+ TR_KEY_A = 4,
+ TR_KEY_B = 5,
+ TR_KEY_C = 6,
+ TR_KEY_D = 7,
};
-
-const short MAXBUILDINGLEVEL = 100;
-
struct BuildingLevel
{
- Math::Vector center;
- float factor;
- float min;
- float max;
- float level;
- float height;
- float bboxMinX;
- float bboxMaxX;
- float bboxMinZ;
- float bboxMaxZ;
+ Math::Vector center;
+ float factor;
+ float min;
+ float max;
+ float level;
+ float height;
+ float bboxMinX;
+ float bboxMaxX;
+ float bboxMinZ;
+ float bboxMaxZ;
+
+ BuildingLevel()
+ {
+ factor = min = max = level = height = 0.0f;
+ bboxMinX = bboxMaxX = bboxMinZ = bboxMaxZ = 0.0f;
+ }
};
-
-const short MAXMATTERRAIN = 100;
-
struct TerrainMaterial
{
short id;
- char texName[20];
+ std::string texName;
float u,v;
float hardness;
char mat[4]; // up, right, down, left
+
+ TerrainMaterial()
+ {
+ id = 0;
+ u = v = 0.0f;
+ hardness = 0.0f;
+ mat[0] = mat[1] = mat[2] = mat[3] = 0;
+ }
};
struct DotLevel
{
short id;
char mat[4]; // up, right, down, left
-};
-
-const short MAXFLYINGLIMIT = 10;
+ DotLevel()
+ {
+ id = 0;
+ mat[0] = mat[1] = mat[2] = mat[3] = 0;
+ }
+};
struct FlyingLimit
{
- Math::Vector center;
- float extRadius;
- float intRadius;
- float maxHeight;
+ Math::Vector center;
+ float extRadius;
+ float intRadius;
+ float maxHeight;
+
+ FlyingLimit()
+ {
+ extRadius = intRadius = maxHeight = 0.0f;
+ }
};
@@ -100,72 +116,124 @@ public:
CTerrain(CInstanceManager* iMan);
~CTerrain();
- bool Generate(int mosaic, int brickP2, float size, float vision, int depth, float hardness);
- bool InitTextures(char* baseName, int* table, int dx, int dy);
+ //! Generates a new flat terrain
+ bool Generate(int mosaic, int brickPow2, float size, float vision, int depth, float hardness);
+ //! Initializes the names of textures to use for the land
+ bool InitTextures(const std::string& baseName, int* table, int dx, int dy);
+ //! Empties level
void LevelFlush();
- bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness);
+ //! Initializes the names of textures to use for the land
+ void LevelMaterial(int id, std::string& baseName, float u, float v, int up, int right, int down, int left, float hardness);
+ //! Initializes all the ground with a material
bool LevelInit(int id);
+ //! Generates a level in the terrain
bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius);
+ //! Initializes a completely flat terrain
void FlushRelief();
- bool ReliefFromBMP(const char* filename, float scaleRelief, bool adjustBorder);
- bool ReliefFromDXF(const char* filename, float scaleRelief);
- bool ResFromBMP(const char* filename);
- bool CreateObjects(bool bMultiRes);
- bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height);
-
- void SetWind(Math::Vector speed);
- Math::Vector RetWind();
-
- float RetFineSlope(const Math::Vector &pos);
- float RetCoarseSlope(const Math::Vector &pos);
- bool GetNormal(Math::Vector &n, const Math::Vector &p);
- float RetFloorLevel(const Math::Vector &p, bool bBrut=false, bool bWater=false);
- float RetFloorHeight(const Math::Vector &p, bool bBrut=false, bool bWater=false);
- bool MoveOnFloor(Math::Vector &p, bool bBrut=false, bool bWater=false);
- bool ValidPosition(Math::Vector &p, float marging);
- TerrainRes RetResource(const Math::Vector &p);
+ //! Load relief from a PNG file
+ bool ReliefFromPNG(const std::string& filename, float scaleRelief, bool adjustBorder);
+ //! Load resources from a PNG file
+ bool ResFromPNG(const std::string& filename);
+ //! Creates all objects of the terrain within the 3D engine
+ bool CreateObjects(bool multiRes);
+ //! Modifies the terrain's relief
+ bool Terraform(const Math::Vector& p1, const Math::Vector& p2, float height);
+
+ //@{
+ //! Management of the wind
+ void SetWind(Math::Vector speed);
+ Math::Vector GetWind();
+ //@}
+
+ //! Gives the exact slope of the terrain of a place given
+ float GetFineSlope(const Math::Vector& pos);
+ //! Gives the approximate slope of the terrain of a specific location
+ float GetCoarseSlope(const Math::Vector& pos);
+ //! Gives the normal vector at the position p (x,-,z) of the ground
+ bool GetNormal(Math::Vector& n, const Math::Vector &p);
+ //! returns the height of the ground
+ float GetFloorLevel(const Math::Vector& p, bool brut=false, bool water=false);
+ //! Returns the height to the ground
+ float GetFloorHeight(const Math::Vector& p, bool brut=false, bool water=false);
+ //! Modifies the coordinate "y" of point "p" to rest on the ground floor
+ bool MoveOnFloor(Math::Vector& p, bool brut=false, bool water=false);
+ //! Modifies a coordinate so that it is on the ground
+ bool ValidPosition(Math::Vector& p, float marging);
+ //! Returns the resource type available underground
+ Gfx::TerrainRes GetResource(const Math::Vector& p);
+ //! Adjusts a position so that it does not exceed the boundaries
void LimitPos(Math::Vector &pos);
+ //! Empty the table of elevations
void FlushBuildingLevel();
+ //! Adds a new elevation for a building
bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor);
+ //! Updates the elevation for a building when it was moved up (after a terraforming)
bool UpdateBuildingLevel(Math::Vector center);
+ //! Removes the elevation for a building when it was destroyed
bool DeleteBuildingLevel(Math::Vector center);
- float RetBuildingFactor(const Math::Vector &p);
- float RetHardness(const Math::Vector &p);
+ //! Returns the influence factor whether a position is on a possible rise
+ float GetBuildingFactor(const Math::Vector& p);
+ float GetHardness(const Math::Vector& p);
- int RetMosaic();
- int RetBrick();
- float RetSize();
- float RetScaleRelief();
+ int GetMosaic();
+ int GetBrick();
+ float GetSize();
+ float GetScaleRelief();
+ //! Shows the flat areas on the ground
void GroundFlat(Math::Vector pos);
- float RetFlatZoneRadius(Math::Vector center, float max);
+ //! Calculates the radius of the largest flat area available
+ float GetFlatZoneRadius(Math::Vector center, float max);
+ //@{
+ //! Management of the global max flying height
void SetFlyingMaxHeight(float height);
- float RetFlyingMaxHeight();
+ float GetFlyingMaxHeight();
+ //@}
+ //! Empty the table of flying limits
void FlushFlyingLimit();
- bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight);
- float RetFlyingLimit(Math::Vector pos, bool bNoLimit);
+ //! Adds a new flying limit
+ void AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight);
+ //! Returns the maximum height of flight
+ float GetFlyingLimit(Math::Vector pos, bool noLimit);
protected:
+ //! Adds a point of elevation in the buffer of relief
bool ReliefAddDot(Math::Vector pos, float scaleRelief);
+ //! Adjust the edges of each mosaic to be compatible with all lower resolutions
void AdjustRelief();
- Math::Vector RetVector(int x, int y);
- Gfx::VertexTex2 RetVertex(int x, int y, int step);
- bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material &mat, float min, float max);
- bool CreateSquare(bool bMultiRes, int x, int y);
-
- TerrainMaterial* LevelSearchMat(int id);
- void LevelTextureName(int x, int y, char *name, Math::Point &uv);
- float LevelRetHeight(int x, int y);
+ //! Calculates a vector of the terrain
+ Math::Vector GetVector(int x, int y);
+ //! Calculates a vertex of the terrain
+ Gfx::VertexTex2 GetVertex(int x, int y, int step);
+ //! Creates all objects of a mosaic
+ bool CreateMosaic(int ox, int oy, int step, int objRank, const Gfx::Material& mat, float min, float max);
+ //! Creates all objects in a mesh square ground
+ bool CreateSquare(bool multiRes, int x, int y);
+
+ //! Seeks a materials based on theirs identifier
+ Gfx::TerrainMaterial* LevelSearchMat(int id);
+ //! Chooses texture to use for a given square
+ void LevelTextureName(int x, int y, std::string& name, Math::Point &uv);
+ //! Returns the height of the terrain
+ float LevelGetHeight(int x, int y);
+ //! Decide whether a point is using the materials
bool LevelGetDot(int x, int y, float min, float max, float slope);
+ //! Seeks if material exists
int LevelTestMat(char *mat);
+ //! Modifies the state of a point and its four neighbors, without testing if possible
void LevelSetDot(int x, int y, int id, char *mat);
+ //! Tests if a material can give a place, according to its four neighbors. If yes, puts the point.
bool LevelIfDot(int x, int y, int id, char *mat);
+ //! Modifies the state of a point
bool LevelPutDot(int x, int y, int id);
+ //! Initializes a table with empty levels
void LevelOpenTable();
+ //! Closes the level table
void LevelCloseTable();
+ //! Adjusts a position according to a possible rise
void AdjustBuildingLevel(Math::Vector &p);
protected:
@@ -173,39 +241,49 @@ protected:
CEngine* m_engine;
CWater* m_water;
- int m_mosaic; // number of mosaics
- int m_brick; // number of bricks per mosaics
- float m_size; // size of an item in an brick
- float m_vision; // vision before a change of resolution
- float* m_relief; // table of the relief
- int* m_texture; // table of textures
- int* m_objRank; // table of rows of objects
- bool m_bMultiText;
- bool m_bLevelText;
- float m_scaleMapping; // scale of the mapping
+ //! Number of mosaics
+ int m_mosaic;
+ //! Number of bricks per mosaics
+ int m_brick;
+ int m_levelDotSize;
+ //! Size of an item in a brick
+ float m_size;
+ //! Vision before a change of resolution
+ float m_vision;
+ //! Table of the relief
+ std::vector<float> m_relief;
+ //! Table of textures
+ std::vector<int> m_texture;
+ //! Table of rows of objects
+ std::vector<int> m_objRank;
+ //! Table of resources
+ std::vector<unsigned char> m_resources;
+ bool m_multiText;
+ bool m_levelText;
+ //! Scale of the mapping
+ float m_scaleMapping;
float m_scaleRelief;
- int m_subdivMapping;
- int m_depth; // number of different resolutions (1,2,3,4)
- char m_texBaseName[20];
- char m_texBaseExt[10];
+ int m_subdivMapping;
+ //! Number of different resolutions (1,2,3,4)
+ int m_depth;
+ std::string m_texBaseName;
+ std::string m_texBaseExt;
float m_defHardness;
- TerrainMaterial m_levelMat[MAXMATTERRAIN+1];
- int m_levelMatTotal;
+ std::vector<TerrainMaterial> m_levelMat;
+ std::vector<Gfx::DotLevel> m_levelDot;
int m_levelMatMax;
- int m_levelDotSize;
- DotLevel* m_levelDot;
int m_levelID;
- int m_buildingUsed;
- BuildingLevel m_buildingTable[MAXBUILDINGLEVEL];
+ std::vector<Gfx::BuildingLevel> m_buildingLevels;
- unsigned char* m_resources;
- Math::Vector m_wind; // wind speed
+ //! Wind speed
+ Math::Vector m_wind;
+ //! Global flying height limit
float m_flyingMaxHeight;
- int m_flyingLimitTotal;
- FlyingLimit m_flyingLimit[MAXFLYINGLIMIT];
+ //! List of local flight limits
+ std::vector<Gfx::FlyingLimit> m_flyingLimits;
};
}; // namespace Gfx