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0ad/source/graphics/Terrain.h

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///////////////////////////////////////////////////////////////////////////////
//
// Name: Terrain.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _TERRAIN_H
#define _TERRAIN_H
#include "maths/Vector3D.h"
#include "graphics/SColor.h"
class HEntity;
class CEntity;
class CPatch;
class CMiniPatch;
class CVector2D;
///////////////////////////////////////////////////////////////////////////////
// Terrain Constants:
//
// CELL_SIZE: size of each tile in x and z
const int CELL_SIZE = 4;
// HEIGHT_SCALE: vertical scale of terrain - terrain has a coordinate range of
// 0 to 65536*HEIGHT_SCALE
const float HEIGHT_SCALE = 0.35f/256.0f;
///////////////////////////////////////////////////////////////////////////////
// CTerrain: main terrain class; contains the heightmap describing elevation
// data, and the smaller subpatches that form the terrain
class CTerrain
{
public:
CTerrain();
~CTerrain();
// Coordinate naming convention: world-space coordinates are float x,z;
// tile-space coordinates are int i,j.
bool Initialize(u32 size, const u16* ptr);
// return number of vertices along edge of the terrain
u32 GetVerticesPerSide() const { return m_MapSize; }
// return number of tiles along edge of the terrain
u32 GetTilesPerSide() const { return GetVerticesPerSide()-1; }
// return number of patches along edge of the terrain
u32 GetPatchesPerSide() const { return m_MapSizePatches; }
bool isOnMap(float x, float z) const
{
return ((x >= 0.0f) && (x < (float)((m_MapSize-1) * CELL_SIZE))
&& (z >= 0.0f) && (z < (float)((m_MapSize-1) * CELL_SIZE)));
}
bool isOnMap(const CVector2D& v) const;
bool isPassable(const CVector2D& tileSpaceLoc, HEntity entity) const;
void clampCoordToMap(int& index) const
{
if(index < 0)
index = 0;
else if(index >= (int)m_MapSize-1)
index = m_MapSize - 2;
}
float getVertexGroundLevel(int i, int j) const;
float getExactGroundLevel(float x, float z) const;
float getExactGroundLevel(const CVector2D& v) const;
float getSlope(float x, float z) const ;
//Find the slope of in X and Z axes depending on the way the entity is facing
CVector2D getSlopeAngleFace(CEntity* entity) const;
// resize this terrain such that each side has given number of patches
void Resize(u32 size);
// set up a new heightmap from 16 bit data; assumes heightmap matches current terrain size
void SetHeightMap(u16* heightmap);
// return a pointer to the heightmap
u16* GetHeightMap() const { return m_Heightmap; }
// get patch at given coordinates, expressed in patch-space; return 0 if
// coordinates represent patch off the edge of the map
CPatch* GetPatch(i32 i, i32 j) const;
// get tile at given coordinates, expressed in tile-space; return 0 if
// coordinates represent tile off the edge of the map
CMiniPatch* GetTile(i32 i, i32 j) const;
// calculate the position of a given vertex
void CalcPosition(i32 i, i32 j, CVector3D& pos) const;
// calculate the vertex under a given position (rounding down coordinates)
static void CalcFromPosition(const CVector3D& pos, i32& i, i32& j)
{
i = i32_from_float(pos.X/CELL_SIZE);
j = i32_from_float(pos.Z/CELL_SIZE);
}
// calculate the vertex under a given position (rounding down coordinates)
static void CalcFromPosition(float x, float z, i32& i, i32& j)
{
i = i32_from_float(x/CELL_SIZE);
j = i32_from_float(z/CELL_SIZE);
}
// calculate the normal at a given vertex
void CalcNormal(u32 i, u32 j, CVector3D& normal) const;
// flatten out an area of terrain (specified in world space coords); return
// the average height of the flattened area
float FlattenArea(float x0, float x1, float z0, float z1);
// mark a specific square of tiles as dirty - use this after modifying the heightmap
void MakeDirty(int i0, int j0, int i1, int j1, int dirtyFlags);
// mark the entire map as dirty
void MakeDirty(int dirtyFlags);
// get the base colour for the terrain (typically pure white - other colours
// will interact badly with LOS - but used by the Actor Viewer tool)
SColor4ub GetBaseColour() const { return m_BaseColour; }
// set the base colour for the terrain
void SetBaseColour(SColor4ub colour) { m_BaseColour = colour; }
private:
// delete any data allocated by this terrain
void ReleaseData();
// setup patch pointers etc
void InitialisePatches();
// size of this map in each direction, in vertices; ie. total tiles = sqr(m_MapSize-1)
u32 m_MapSize;
// size of this map in each direction, in patches; total patches = sqr(m_MapSizePatches)
u32 m_MapSizePatches;
// the patches comprising this terrain
CPatch* m_Patches;
// 16-bit heightmap data
u16* m_Heightmap;
// base colour (usually white)
SColor4ub m_BaseColour;
};
#endif