From 4ddcd9f810fa588ccf90442f7b4e5ddf385e85f2 Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Thu, 26 Jul 2012 22:26:19 +0200 Subject: Change of paths in src/graphics - moved abstract core to src/graphics/core - moved proper graphics engine to src/graphics/engine --- src/graphics/engine/terrain.h | 211 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 211 insertions(+) create mode 100644 src/graphics/engine/terrain.h (limited to 'src/graphics/engine/terrain.h') diff --git a/src/graphics/engine/terrain.h b/src/graphics/engine/terrain.h new file mode 100644 index 0000000..8d8b165 --- /dev/null +++ b/src/graphics/engine/terrain.h @@ -0,0 +1,211 @@ +// * This file is part of the COLOBOT source code +// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch +// * Copyright (C) 2012, Polish Portal of Colobot (PPC) +// * +// * 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/. + +// terrain.h + +#pragma once + +#include "graphics/engine/engine.h" + + +class CInstanceManager; + + +namespace Gfx { + +class CEngine; +class CWater; + + +const short FLATLIMIT = (5.0f*Math::PI/180.0f); + + +enum TerrainRes +{ + TR_NULL = 0, + TR_STONE = 1, + TR_URANIUM = 2, + TR_POWER = 3, + TR_KEYa = 4, + TR_KEYb = 5, + TR_KEYc = 6, + TR_KEYd = 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; +}; + + +const short MAXMATTERRAIN = 100; + +struct TerrainMaterial +{ + short id; + char texName[20]; + float u,v; + float hardness; + char mat[4]; // up, right, down, left +}; + +struct DotLevel +{ + short id; + char mat[4]; // up, right, down, left +}; + + +const short MAXFLYINGLIMIT = 10; + +struct FlyingLimit +{ + Math::Vector center; + float extRadius; + float intRadius; + float maxHeight; +}; + + + +class CTerrain +{ +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); + void LevelFlush(); + bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness); + bool LevelInit(int id); + bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius); + 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); + void LimitPos(Math::Vector &pos); + + void FlushBuildingLevel(); + bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor); + bool UpdateBuildingLevel(Math::Vector center); + bool DeleteBuildingLevel(Math::Vector center); + float RetBuildingFactor(const Math::Vector &p); + float RetHardness(const Math::Vector &p); + + int RetMosaic(); + int RetBrick(); + float RetSize(); + float RetScaleRelief(); + + void GroundFlat(Math::Vector pos); + float RetFlatZoneRadius(Math::Vector center, float max); + + void SetFlyingMaxHeight(float height); + float RetFlyingMaxHeight(); + void FlushFlyingLimit(); + bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight); + float RetFlyingLimit(Math::Vector pos, bool bNoLimit); + +protected: + bool ReliefAddDot(Math::Vector pos, float scaleRelief); + 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); + bool LevelGetDot(int x, int y, float min, float max, float slope); + int LevelTestMat(char *mat); + void LevelSetDot(int x, int y, int id, char *mat); + bool LevelIfDot(int x, int y, int id, char *mat); + bool LevelPutDot(int x, int y, int id); + void LevelOpenTable(); + void LevelCloseTable(); + + void AdjustBuildingLevel(Math::Vector &p); + +protected: + CInstanceManager* m_iMan; + 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 + 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]; + float m_defHardness; + + TerrainMaterial m_levelMat[MAXMATTERRAIN+1]; + int m_levelMatTotal; + int m_levelMatMax; + int m_levelDotSize; + DotLevel* m_levelDot; + int m_levelID; + + int m_buildingUsed; + BuildingLevel m_buildingTable[MAXBUILDINGLEVEL]; + + unsigned char* m_resources; + Math::Vector m_wind; // wind speed + + float m_flyingMaxHeight; + int m_flyingLimitTotal; + FlyingLimit m_flyingLimit[MAXFLYINGLIMIT]; +}; + +}; // namespace Gfx -- cgit v1.2.3-1-g7c22