/** * ========================================================================= * File : Terrain.cpp * Project : 0 A.D. * Description : Describes ground via heightmap and array of CPatch. * ========================================================================= */ #include "precompiled.h" #include "lib/res/graphics/ogl_tex.h" #include "lib/res/mem.h" #include "renderer/Renderer.h" #include "renderer/WaterManager.h" #include "simulation/Entity.h" #include "TerrainProperties.h" #include "TextureEntry.h" #include "TextureManager.h" #include #include "Terrain.h" #include "Patch.h" #include "maths/MathUtil.h" /////////////////////////////////////////////////////////////////////////////// // CTerrain constructor CTerrain::CTerrain() : m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0), m_BaseColour(255, 255, 255, 255) { } /////////////////////////////////////////////////////////////////////////////// // CTerrain constructor CTerrain::~CTerrain() { ReleaseData(); } /////////////////////////////////////////////////////////////////////////////// // ReleaseData: delete any data allocated by this terrain void CTerrain::ReleaseData() { delete[] m_Heightmap; delete[] m_Patches; } /////////////////////////////////////////////////////////////////////////////// // Initialise: initialise this terrain to the given size (in patches per side); // using given heightmap to setup elevation data bool CTerrain::Initialize(u32 size,const u16* data) { // clean up any previous terrain ReleaseData(); // store terrain size m_MapSize=(size*PATCH_SIZE)+1; m_MapSizePatches=size; // allocate data for new terrain m_Heightmap=new u16[m_MapSize*m_MapSize]; m_Patches=new CPatch[m_MapSizePatches*m_MapSizePatches]; // given a heightmap? if (data) { // yes; keep a copy of it cpu_memcpy(m_Heightmap,data,m_MapSize*m_MapSize*sizeof(u16)); } else { // build a flat terrain memset(m_Heightmap,0,m_MapSize*m_MapSize*sizeof(u16)); } // setup patch parents, indices etc InitialisePatches(); return true; } /////////////////////////////////////////////////////////////////////////////// float CTerrain::GetExactGroundLevel(const CVector2D& v) const { return GetExactGroundLevel(v.x, v.y); } bool CTerrain::IsOnMap(const CVector2D& v) const { return IsOnMap(v.x, v.y); } bool CTerrain::IsPassable(const CVector2D &loc/*tile space*/, HEntity entity) const { CMiniPatch *pTile = GetTile(loc.x, loc.y); if(!pTile->Tex1) { return false; // Invalid terrain type in the scenario file } CTextureEntry *pTexEntry = g_TexMan.FindTexture(pTile->Tex1); CTerrainPropertiesPtr pProperties = pTexEntry->GetProperties(); return pProperties->IsPassable(entity); } /////////////////////////////////////////////////////////////////////////////// // CalcPosition: calculate the world space position of the vertex at (i,j) void CTerrain::CalcPosition(i32 i, i32 j, CVector3D& pos) const { u16 height; if ((u32)i < m_MapSize && (u32)j < m_MapSize) // will reject negative coordinates height = m_Heightmap[j*m_MapSize + i]; else height = 0; pos.X = float(i*CELL_SIZE); pos.Y = float(height*HEIGHT_SCALE); pos.Z = float(j*CELL_SIZE); } /////////////////////////////////////////////////////////////////////////////// // CalcNormal: calculate the world space normal of the vertex at (i,j) void CTerrain::CalcNormal(u32 i, u32 j, CVector3D& normal) const { CVector3D left, right, up, down; left.Clear(); right.Clear(); up.Clear(); down.Clear(); // get position of vertex where normal is being evaluated CVector3D basepos; CalcPosition(i,j,basepos); CVector3D tmp; if (i>0) { CalcPosition(i-1,j,tmp); left=tmp-basepos; } if (i0) { CalcPosition(i,j-1,tmp); up=tmp-basepos; } if (j0.00001f) normal*=1.0f/nlen; } /////////////////////////////////////////////////////////////////////////////// // GetPatch: return the patch at (i,j) in patch space, or null if the patch is // out of bounds CPatch* CTerrain::GetPatch(i32 i, i32 j) const { // range check: >= 0 and < m_MapSizePatches if( (unsigned)i >= m_MapSizePatches || (unsigned)j >= m_MapSizePatches ) return 0; return &m_Patches[(j*m_MapSizePatches)+i]; } /////////////////////////////////////////////////////////////////////////////// // GetPatch: return the tile at (i,j) in tile space, or null if the tile is out // of bounds CMiniPatch* CTerrain::GetTile(i32 i, i32 j) const { // see above if( (unsigned)i >= m_MapSize-1 || (unsigned)j >= m_MapSize-1 ) return 0; CPatch* patch=GetPatch(i/PATCH_SIZE, j/PATCH_SIZE); return &patch->m_MiniPatches[j%PATCH_SIZE][i%PATCH_SIZE]; } float CTerrain::GetVertexGroundLevel(int i, int j) const { if (i < 0) i = 0; else if (i >= (int) m_MapSize) i = m_MapSize - 1; if (j < 0) j = 0; else if (j >= (int) m_MapSize) j = m_MapSize - 1; return HEIGHT_SCALE * m_Heightmap[j*m_MapSize + i]; } float CTerrain::GetSlope(float x, float z) const { x /= (float)CELL_SIZE; z /= (float)CELL_SIZE; int xi = (int)floor(x); int zi = (int)floor(z); ClampCoordToMap(xi); ClampCoordToMap(zi); float h00 = m_Heightmap[zi*m_MapSize + xi]; float h01 = m_Heightmap[zi*m_MapSize + xi + m_MapSize]; float h10 = m_Heightmap[zi*m_MapSize + xi + 1]; float h11 = m_Heightmap[zi*m_MapSize + xi + m_MapSize + 1]; //Difference of highest point from lowest point return std::max(std::max(h00, h01), std::max(h10, h11)) - std::min(std::min(h00, h01), std::min(h10, h11)); } CVector2D CTerrain::GetSlopeAngleFace( CEntity* entity ) const { CVector2D ret; const float D = 0.1f; // Amount to look forward to calculate the slope float x = entity->m_position.X; float z = entity->m_position.Z; // Get forward slope and use it as the x angle CVector2D d = entity->m_ahead.Normalize() * D; float dy = GetExactGroundLevel(x+d.x, z+d.y) - GetExactGroundLevel(x-d.x, z-d.y); ret.x = atan2(dy, 2*D); // Get sideways slope and use it as the y angle CVector2D d2(-d.y, d.x); float dy2 = GetExactGroundLevel(x+d2.x, z+d2.y) - GetExactGroundLevel(x-d2.x, z-d2.y); ret.y = atan2(dy2, 2*D); return ret; } float CTerrain::GetExactGroundLevel(float x, float z) const { x /= (float)CELL_SIZE; z /= (float)CELL_SIZE; int xi = (int)floor(x); int zi = (int)floor(z); float xf = x - (float)xi; float zf = z - (float)zi; if (xi < 0) { xi = 0; xf = 0.0f; } else if (xi >= (int)m_MapSize-1) { xi = m_MapSize - 2; xf = 1.0f; } if (zi < 0) { zi = 0; zf = 0.0f; } else if (zi >= (int)m_MapSize-1) { zi = m_MapSize - 2; zf = 1.0f; } float h00 = m_Heightmap[zi*m_MapSize + xi]; float h01 = m_Heightmap[zi*m_MapSize + xi + m_MapSize]; float h10 = m_Heightmap[zi*m_MapSize + xi + 1]; float h11 = m_Heightmap[zi*m_MapSize + xi + m_MapSize + 1]; return (HEIGHT_SCALE * ( (1 - zf) * ((1 - xf) * h00 + xf * h10) + zf * ((1 - xf) * h01 + xf * h11))); } /////////////////////////////////////////////////////////////////////////////// // Resize: resize this terrain to the given size (in patches per side) void CTerrain::Resize(u32 size) { if (size==m_MapSizePatches) { // inexplicable request to resize terrain to the same size .. ignore it return; } if (!m_Heightmap) { // not yet created a terrain; build a default terrain of the given size now Initialize(size,0); return; } // allocate data for new terrain u32 newMapSize=(size*PATCH_SIZE)+1; u16* newHeightmap=new u16[newMapSize*newMapSize]; CPatch* newPatches=new CPatch[size*size]; if (size>m_MapSizePatches) { // new map is bigger than old one - zero the heightmap so we don't get uninitialised // height data along the expanded edges memset(newHeightmap,0,newMapSize*newMapSize); } // now copy over rows of data u32 j; u16* src=m_Heightmap; u16* dst=newHeightmap; u32 copysize=newMapSize>m_MapSize ? m_MapSize : newMapSize; for (j=0;jm_MapSize) { // entend the last height to the end of the row for (u32 i=0;im_MapSize) { // copy over heights of the last row to any remaining rows src=newHeightmap+((m_MapSize-1)*newMapSize); dst=src+newMapSize; for (u32 i=0;im_MapSizePatches) { // copy over the last tile from each column for (u32 n=0;nm_MapSizePatches) { // copy over the last tile from each column CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size]; CPatch* dstpatch=srcpatch+size; for (u32 p=0;pm_MiniPatches[15][k]; CMiniPatch& dst=dstpatch->m_MiniPatches[m][k]; dst.Tex1=src.Tex1; dst.Tex1Priority=src.Tex1Priority; } } srcpatch++; dstpatch++; } } } // release all the original data ReleaseData(); // store new data m_Heightmap=newHeightmap; m_Patches=newPatches; m_MapSize=newMapSize; m_MapSizePatches=size; // initialise all the new patches InitialisePatches(); } /////////////////////////////////////////////////////////////////////////////// // InitialisePatches: initialise patch data void CTerrain::InitialisePatches() { for (u32 j=0;jInitialize(this,i,j); } } } /////////////////////////////////////////////////////////////////////////////// // SetHeightMap: set up a new heightmap from 16-bit source data; // assumes heightmap matches current terrain size void CTerrain::SetHeightMap(u16* heightmap) { // keep a copy of the given heightmap cpu_memcpy(m_Heightmap,heightmap,m_MapSize*m_MapSize*sizeof(u16)); // recalculate patch bounds, invalidate vertices for (u32 j=0;jInvalidateBounds(); patch->SetDirty(RENDERDATA_UPDATE_VERTICES); } } } /////////////////////////////////////////////////////////////////////////////// // FlattenArea: flatten out an area of terrain (specified in world space // coords); return the average height of the flattened area float CTerrain::FlattenArea(float x0, float x1, float z0, float z1) { u32 tx0=u32(clamp(int(float(x0/CELL_SIZE)), 0, int(m_MapSize))); u32 tx1=u32(clamp(int(float(x1/CELL_SIZE)+1.0f), 0, int(m_MapSize))); u32 tz0=u32(clamp(int(float(z0/CELL_SIZE)), 0, int(m_MapSize))); u32 tz1=u32(clamp(int(float(z1/CELL_SIZE)+1.0f), 0, int(m_MapSize))); u32 count=0; u32 y=0; for (u32 x=tx0;x<=tx1;x++) { for (u32 z=tz0;z<=tz1;z++) { y+=m_Heightmap[z*m_MapSize + x]; count++; } } y/=count; for (u32 x=tx0;x<=tx1;x++) { for (u32 z=tz0;z<=tz1;z++) { m_Heightmap[z*m_MapSize + x]=(u16)y; CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE); patch->SetDirty(RENDERDATA_UPDATE_VERTICES); } } return y*HEIGHT_SCALE; } /////////////////////////////////////////////////////////////////////////////// void CTerrain::MakeDirty(int i0, int j0, int i1, int j1, int dirtyFlags) { // flag vertex data as dirty for affected patches, and rebuild bounds of these patches int pi0 = clamp((i0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches); int pi1 = clamp((i1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches); int pj0 = clamp((j0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches); int pj1 = clamp((j1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches); for (int j = pj0; j < pj1; j++) { for (int i = pi0; i < pi1; i++) { CPatch* patch = GetPatch(i,j); if (dirtyFlags & RENDERDATA_UPDATE_VERTICES) patch->CalcBounds(); patch->SetDirty(dirtyFlags); } } } void CTerrain::MakeDirty(int dirtyFlags) { for (u32 j = 0; j < m_MapSizePatches; j++) { for (u32 i = 0; i < m_MapSizePatches; i++) { CPatch* patch = GetPatch(i,j); if (dirtyFlags & RENDERDATA_UPDATE_VERTICES) patch->CalcBounds(); patch->SetDirty(dirtyFlags); } } }