📄 terrainactions.cc
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(*sel)[i].m_uSceneFlags = mTerrainEditor->m_uSceneFlag;
mTerrainEditor->setGridInfo((*sel)[i]);
}
//mTerrainEditor->gridUpdateComplete();
}
}
#endif
//------------------------------------------------------------------------------
void SetEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
mTerrainEditor->setMissionDirty();
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags |= TerrainBlock::Material::Empty;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void ClearEmptyAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(selChanged)
{
mTerrainEditor->setMissionDirty();
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mMaterial.flags &= ~TerrainBlock::Material::Empty;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void SetModifiedAction::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].mMaterial.flags |= TerrainBlock::Material::Modified;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void ClearModifiedAction::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].mMaterial.flags &= ~TerrainBlock::Material::Modified;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void ScaleHeightAction::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->mScaleVal;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
void BrushAdjustHeightAction::process(Selection * sel, const Gui3DMouseEvent & event, bool, Type type)
{
if(type == Process)
return;
//
if(type == Begin)
{
mTerrainEditor->lockSelection(true);
mFirstPos = mLastPos = event.mousePoint;
Canvas->mouseLock(mTerrainEditor);
// the way this works is:
// construct a plane that goes through the collision point
// with one axis up the terrain Z, and horizontally parallel to the
// plane of projection
// the cross of the camera ffdv and the terrain up vector produces
// the cross plane vector.
// all subsequent mouse actions are collided against the plane and the deltaZ
// from the previous position is used to delta the selection up and down.
Point3F cameraDir;
EditTSCtrl::smCamMatrix.getColumn(1, &cameraDir);
mTerrainEditor->getTerrainBlock()->getTransform().getColumn(2, &mTerrainUpVector);
// ok, get the cross vector for the plane:
Point3F planeCross;
mCross(cameraDir, mTerrainUpVector, planeCross);
planeCross.normalize();
Point3F planeNormal;
Point3F intersectPoint;
mTerrainEditor->collide(event, intersectPoint);
mCross(mTerrainUpVector, planeCross, planeNormal);
mIntersectionPlane.set(intersectPoint, planeNormal);
// ok, we have the intersection point...
// project the collision point onto the up vector of the terrain
mPreviousZ = mDot(mTerrainUpVector, intersectPoint);
// add to undo
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
(*sel)[i].mStartHeight = (*sel)[i].mHeight;
}
}
else if(type == Update)
{
// ok, collide the ray from the event with the intersection plane:
Point3F intersectPoint;
Point3F start = event.pos;
Point3F end = start + event.vec * 1000;
F32 t = mIntersectionPlane.intersect(start, end);
m_point3F_interpolate( start, end, t, intersectPoint);
F32 currentZ = mDot(mTerrainUpVector, intersectPoint);
F32 diff = currentZ - mPreviousZ;
//
//F32 diff = (event.mousePoint.x - mLastPos.x) * mTerrainEditor->mAdjustHeightMouseScale;
for(U32 i = 0; i < sel->size(); i++)
{
(*sel)[i].mHeight = (*sel)[i].mStartHeight + diff * (*sel)[i].mWeight;
// clamp it
if((*sel)[i].mHeight < 0.f)
(*sel)[i].mHeight = 0.f;
if((*sel)[i].mHeight > 2047.f)
(*sel)[i].mHeight = 2047.f;
mTerrainEditor->setGridInfoHeight((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
mLastPos = event.mousePoint;
}
else if(type == End)
{
Canvas->mouseUnlock(mTerrainEditor);
Canvas->setCursorPos(mFirstPos);
}
}
//------------------------------------------------------------------------------
AdjustHeightAction::AdjustHeightAction(TerrainEditor * editor) :
BrushAdjustHeightAction(editor)
{
mCursor = 0;
}
void AdjustHeightAction::process(Selection *sel, const Gui3DMouseEvent & event, bool b, Type type)
{
Selection * curSel = mTerrainEditor->getCurrentSel();
BrushAdjustHeightAction::process(curSel, event, b, type);
}
//------------------------------------------------------------------------------
// flatten the primary selection then blend in the rest...
void FlattenHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(!sel->size())
return;
if(selChanged)
{
F32 average = 0.f;
// get the average height
U32 cPrimary = 0;
for(U32 k = 0; k < sel->size(); k++)
if((*sel)[k].mPrimarySelect)
{
cPrimary++;
average += (*sel)[k].mHeight;
}
average /= cPrimary;
// set it
for(U32 i = 0; i < sel->size(); i++)
{
mTerrainEditor->getUndoSel()->add((*sel)[i]);
//
if((*sel)[i].mPrimarySelect)
(*sel)[i].mHeight = average;
else
{
F32 h = average - (*sel)[i].mHeight;
(*sel)[i].mHeight += (h * (*sel)[i].mWeight);
}
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
//------------------------------------------------------------------------------
void SmoothHeightAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type)
{
if(!sel->size())
return;
if(selChanged)
{
F32 avgHeight = 0.f;
for(U32 k = 0; k < sel->size(); k++)
{
mTerrainEditor->getUndoSel()->add((*sel)[k]);
avgHeight += (*sel)[k].mHeight;
}
avgHeight /= sel->size();
// clamp the terrain smooth factor...
if(mTerrainEditor->mSmoothFactor < 0.f)
mTerrainEditor->mSmoothFactor = 0.f;
if(mTerrainEditor->mSmoothFactor > 1.f)
mTerrainEditor->mSmoothFactor = 1.f;
// linear
for(U32 i = 0; i < sel->size(); i++)
{
(*sel)[i].mHeight += (avgHeight - (*sel)[i].mHeight) * mTerrainEditor->mSmoothFactor * (*sel)[i].mWeight;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
void SetMaterialGroupAction::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].mMaterial.flags |= TerrainBlock::Material::Modified;
(*sel)[i].mMaterialGroup = mTerrainEditor->mMaterialGroup;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->gridUpdateComplete();
}
}
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