📄 terrainactions.cc
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "editor/terrainActions.h"
#include "platform/event.h"
#include "gui/core/guiCanvas.h"
//------------------------------------------------------------------------------
void SelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool selChanged, Type type)
{
if(sel == mTerrainEditor->getCurrentSel())
return;
if(type == Process)
return;
if(selChanged)
{
if(event.modifier & SI_CTRL)
{
for(U32 i = 0; i < sel->size(); i++)
mTerrainEditor->getCurrentSel()->remove((*sel)[i]);
}
else
{
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo gInfo;
if(mTerrainEditor->getCurrentSel()->getInfo((*sel)[i].mGridPos, gInfo))
{
if(!gInfo.mPrimarySelect)
gInfo.mPrimarySelect = (*sel)[i].mPrimarySelect;
if(gInfo.mWeight < (*sel)[i].mWeight)
gInfo.mWeight = (*sel)[i].mWeight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
else
mTerrainEditor->getCurrentSel()->add((*sel)[i]);
}
}
}
}
//------------------------------------------------------------------------------
void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type)
{
// allow process of current selection
Selection tmpSel;
if(sel == mTerrainEditor->getCurrentSel())
{
tmpSel = *sel;
sel = &tmpSel;
}
if(type == Begin || type == Process)
mFilter.set(1, &mTerrainEditor->mSoftSelectFilter);
//
if(selChanged)
{
F32 radius = mTerrainEditor->mSoftSelectRadius;
if(radius == 0.f)
return;
S32 squareSize = mTerrainEditor->getTerrainBlock()->getSquareSize();
U32 offset = U32(radius / F32(squareSize)) + 1;
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo & info = (*sel)[i];
info.mPrimarySelect = true;
info.mWeight = mFilter.getValue(0);
if(!mTerrainEditor->getCurrentSel()->add(info))
mTerrainEditor->getCurrentSel()->setInfo(info);
Point2F infoPos(info.mGridPos.x, info.mGridPos.y);
//
for(S32 x = info.mGridPos.x - offset; x < info.mGridPos.x + (offset << 1); x++)
for(S32 y = info.mGridPos.y - offset; y < info.mGridPos.y + (offset << 1); y++)
{
//
Point2F pos(x, y);
F32 dist = Point2F(pos - infoPos).len() * F32(squareSize);
if(dist > radius)
continue;
F32 weight = mFilter.getValue(dist / radius);
//
GridInfo gInfo;
if(mTerrainEditor->getCurrentSel()->getInfo(Point2I(x, y), gInfo))
{
if(gInfo.mPrimarySelect)
continue;
if(gInfo.mWeight < weight)
{
gInfo.mWeight = weight;
mTerrainEditor->getCurrentSel()->setInfo(gInfo);
}
}
else
{
mTerrainEditor->getGridInfo(Point2I(x, y), gInfo);
gInfo.mWeight = weight;
gInfo.mPrimarySelect = false;
mTerrainEditor->getCurrentSel()->add(gInfo);
}
}
}
}
}
//------------------------------------------------------------------------------
void OutlineSelectAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
sel;event;type;
switch(type)
{
case Begin:
if(event.modifier & SI_SHIFT)
break;
mTerrainEditor->getCurrentSel()->reset();
break;
case End:
case Update:
default:
return;
}
mLastEvent = event;
}
//------------------------------------------------------------------------------
void PaintMaterialAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
S32 mat = mTerrainEditor->getPaintMaterial();
if(selChanged && mat != -1)
{
for(U32 i = 0; i < sel->size(); i++)
{
GridInfo &inf = (*sel)[i];
mTerrainEditor->getUndoSel()->add(inf);
inf.mMaterialChanged = true;
U32 dAmt = (U32)(inf.mWeight * 255);
if(inf.mMaterialAlpha[mat] < dAmt)
{
inf.mMaterialAlpha[mat] = dAmt;
U32 total = 0;
for(S32 i = 0; i < TerrainBlock::MaterialGroups; i++)
{
if(i != mat)
total += inf.mMaterialAlpha[i];
}
if(total != 0)
{
// gotta scale them down...
F32 scaleFactor = (255 - dAmt) / F32(total);
for(S32 i = 0; i < TerrainBlock::MaterialGroups; i++)
{
if(i != mat)
inf.mMaterialAlpha[i] = (U8)(inf.mMaterialAlpha[i] * scaleFactor);
}
}
}
mTerrainEditor->setGridInfo(inf);
}
mTerrainEditor->materialUpdateComplete();
}
}
//------------------------------------------------------------------------------
void RaiseHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
// ok the raise height action is our "dirt pour" action
// only works on brushes...
Brush *brush = dynamic_cast<Brush *>(sel);
if(!brush)
return;
Point2I brushPos = brush->getPosition();
Point2I brushSize = brush->getSize();
GridInfo cur; // the height at the brush position
mTerrainEditor->getGridInfo(brushPos, cur);
// we get 30 process actions per second (at least)
F32 heightAdjust = mTerrainEditor->mAdjustHeightVal / 30;
// nothing can get higher than the current brush pos adjusted height
F32 maxHeight = cur.mHeight + heightAdjust;
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
if((*sel)[i].mHeight < maxHeight)
{
(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
if((*sel)[i].mHeight > maxHeight)
(*sel)[i].mHeight = maxHeight;
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
//------------------------------------------------------------------------------
void LowerHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
// ok the lower height action is our "dirt dig" action
// only works on brushes...
Brush *brush = dynamic_cast<Brush *>(sel);
if(!brush)
return;
Point2I brushPos = brush->getPosition();
Point2I brushSize = brush->getSize();
GridInfo cur; // the height at the brush position
mTerrainEditor->getGridInfo(brushPos, cur);
// we get 30 process actions per second (at least)
F32 heightAdjust = -mTerrainEditor->mAdjustHeightVal / 30;
// nothing can get higher than the current brush pos adjusted height
F32 maxHeight = cur.mHeight + heightAdjust;
if(maxHeight < 0)
maxHeight = 0;
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
if((*sel)[i].mHeight > maxHeight)
{
(*sel)[i].mHeight += heightAdjust * (*sel)[i].mWeight;
if((*sel)[i].mHeight < maxHeight)
(*sel)[i].mHeight = maxHeight;
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
//------------------------------------------------------------------------------
void SetHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mHeight = mTerrainEditor->mSetHeightVal;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
#ifdef TGE_RPG /// TGE_TerrainScene
//------------------------------------------------------------------------------
void SetBlockAction::process(Selection * sel, const Gui3DMouseEvent & mousePos, bool selChanged, Type)
{
if(selChanged)
{
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
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