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📄 terraineditor.h

📁 五行MMORPG引擎系统V1.0
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

#ifndef _TERRAINEDITOR_H_
#define _TERRAINEDITOR_H_

#ifndef _EDITTSCTRL_H_
#include "editor/editTSCtrl.h"
#endif
#ifndef _TERRDATA_H_
#include "terrain/terrData.h"
#endif

//------------------------------------------------------------------------------

class GridInfo
{
   public:
      Point2I                    mGridPos;
      TerrainBlock::Material     mMaterial;
      U8                         mMaterialAlpha[TerrainBlock::MaterialGroups];
      F32                        mHeight;
      U8                         mMaterialGroup;
      F32                        mWeight;
      F32                        mStartHeight;

      bool                       mPrimarySelect;
      bool                       mMaterialChanged;

#ifdef TGE_RPG /// TGE_TerrainScene
		U32								m_uSceneFlags;	//场景格子标志位
#endif
      // hash table
      S32                        mNext;
      S32                        mPrev;
};

//------------------------------------------------------------------------------

class Selection : public Vector<GridInfo>
{
   private:

      StringTableEntry     mName;
      BitSet32             mUndoFlags;

      // hash table
      S32 lookup(const Point2I & pos);
      void insert(GridInfo & info);
      U32 getHashIndex(const Point2I & pos);

      Vector<S32>          mHashLists;
      U32                  mHashListSize;

   public:

      Selection();
      virtual ~Selection();

      void reset();
      bool add(GridInfo & info);
      bool getInfo(Point2I pos, GridInfo & info);
      bool setInfo(GridInfo & info);
      bool remove(const GridInfo & info);
      void setName(StringTableEntry name);
      StringTableEntry getName(){return(mName);}
      F32 getAvgHeight();
};

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------

class TerrainEditor;
class Brush : public Selection
{
   protected:
      TerrainEditor *   mTerrainEditor;
      Point2I           mSize;
      Point2I           mGridPos;

   public:

      enum {
         MaxBrushDim    =  40
      };

      Brush(TerrainEditor * editor);
      virtual ~Brush(){};

      //
      void setPosition(const Point3F & pos);
      void setPosition(const Point2I & pos);
      const Point2I & getPosition();

      void update();
      virtual void rebuild() = 0;

      Point2I getSize(){return(mSize);}
      virtual void setSize(const Point2I & size){mSize = size;}
};

#ifdef TGE_RPG /// TGE_TerrainScene
class HLineBrush : public Brush
{
   public:
      HLineBrush(TerrainEditor * editor) : Brush(editor){}
      void rebuild();
};
class VLineBrush : public Brush
{
   public:
      VLineBrush(TerrainEditor * editor) : Brush(editor){}
      void rebuild();
};
#endif

class BoxBrush : public Brush
{
   public:
      BoxBrush(TerrainEditor * editor) : Brush(editor){}
      void rebuild();
};

class EllipseBrush : public Brush
{
   public:
      EllipseBrush(TerrainEditor * editor) : Brush(editor){}
      void rebuild();
};

class SelectionBrush : public Brush
{
   public:
      SelectionBrush(TerrainEditor * editor);
      void rebuild();
      void setSize(const Point2I &){}
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------

struct BaseMaterialInfo 
{
   StringTableEntry     mMaterialNames[TerrainBlock::MaterialGroups];
   U8                   mBaseMaterials[TerrainBlock::BlockSize * TerrainBlock::BlockSize];
};

class TerrainAction;
class TerrainEditor : public EditTSCtrl
{
   public:
		void attachTerrain(TerrainBlock *terrBlock);
		
		void setBrushType(const char* type);
		void setBrushSize(S32 w, S32 h);
		const char* getBrushPos();
		void setBrushPos(Point2I pos);
		
		void setAction(const char* action);
		const char* getActionName(U32 index);
		const char* getCurrentAction();
		S32 getNumActions();
		void processAction(const char* sAction);
		
		void undo();
		void redo();
		
		void resetSelWeights(bool clear);
		void clearSelection();
		
		void buildMaterialMap();
		S32 getNumTextures();
		const char* getTextureName(S32 index);
		
		void markEmptySquares();
		void clearModifiedFlags();
		
		void mirrorTerrain(S32 mirrorIndex);
		
		void pushBaseMaterialInfo();
		void popBaseMaterialInfo();		
		
		void setLoneBaseMaterial(const char* materialListBaseName);

	private:	
      typedef EditTSCtrl Parent;
      TerrainBlock * mTerrainBlock;
      Point2I  mGridUpdateMin;
      Point2I  mGridUpdateMax;
      U32 mMouseDownSeq;

      Point3F                    mMousePos;
      Brush *                    mMouseBrush;
      bool                       mRenderBrush;
      Point2I                    mBrushSize;
      Vector<TerrainAction *>    mActions;
      TerrainAction *            mCurrentAction;
      bool                       mInAction;
      Selection                  mDefaultSel;
      bool                       mSelectionLocked;
      GuiCursor *                mDefaultCursor;
      GuiCursor *                mCurrentCursor;
      bool                       mCursorVisible;
      StringTableEntry           mPaintMaterial;

      Selection *                mCurrentSel;

      //
      bool                       mRebuildEmpty;
      bool                       mRebuildTextures;
      void rebuild();

      void addUndo(Vector<Selection *> & list, Selection * sel);
      bool processUndo(Vector<Selection *> & src, Vector<Selection *> & dest);
      void clearUndo(Vector<Selection *> & list);

      U32                        mUndoLimit;
      Selection *                mUndoSel;

      Vector<Selection*>         mUndoList;
      Vector<Selection*>         mRedoList;

      Vector<BaseMaterialInfo*>  mBaseMaterialInfos;
      bool mIsDirty; // dirty flag for writing terrain.
      bool mIsMissionDirty; // dirty flag for writing mission.
   public:

      TerrainEditor();
      ~TerrainEditor();

      // conversion functions
      bool gridToWorld(const Point2I & gPos, Point3F & wPos);
      bool worldToGrid(const Point3F & wPos, Point2I & gPos);
      bool gridToCenter(const Point2I & gPos, Point2I & cPos);

      bool getGridInfo(const Point3F & wPos, GridInfo & info);
      bool getGridInfo(const Point2I & gPos, GridInfo & info);
      void setGridInfo(const GridInfo & info);
      void setGridInfoHeight(const GridInfo & info);
      void gridUpdateComplete();
      void materialUpdateComplete();
      void processActionTick(U32 sequence);

      bool collide(const Gui3DMouseEvent & event, Point3F & pos);
      void lockSelection(bool lock) { mSelectionLocked = lock; };

      Selection * getUndoSel(){return(mUndoSel);}
      Selection * getCurrentSel(){return(mCurrentSel);}
      void setCurrentSel(Selection * sel) { mCurrentSel = sel; }
      void resetCurrentSel() {mCurrentSel = &mDefaultSel; }

      S32 getPaintMaterial();

      Point2I getBrushSize() { return(mBrushSize); }
      TerrainBlock * getTerrainBlock() { AssertFatal(mTerrainBlock!=NULL, "No terrain block"); return(mTerrainBlock); }
      TerrainBlock * getClientTerrain();
      bool terrainBlockValid() { return(mTerrainBlock ? true : false); }
      void setCursor(GuiCursor * cursor);
      void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent);
      void setDirty() { mIsDirty = true; }
      void setMissionDirty()  { mIsMissionDirty = true; }

      TerrainAction * lookupAction(const char * name);

   private:


      // terrain interface functions
      F32 getGridHeight(const Point2I & gPos);
      void setGridHeight(const Point2I & gPos, const F32 height);

#ifdef TGE_RPG /// TGE_TerrainScene
      U32 getGridBlock(const Point2I & gPos);
      void setGridBlock(const Point2I & gPos, const U32 uFlags);
#endif

      TerrainBlock::Material getGridMaterial(const Point2I & gPos);
      void setGridMaterial(const Point2I & gPos, const TerrainBlock::Material & material);

      U8 getGridMaterialGroup(const Point2I & gPos);
      void setGridMaterialGroup(const Point2I & gPos, U8 group);

      //
      void updateBrush(Brush & brush, const Point2I & gPos);

      //
      Point3F getMousePos(){return(mMousePos);};

      //
      void renderSelection(const Selection & sel, const ColorF & inColorFull, const ColorF & inColorNone, const ColorF & outColorFull, const ColorF & outColorNone, bool renderFill, bool renderFrame);
      void renderBorder();

   public:

      // persist field data - these are dynamic
      bool                 mRenderBorder;
      F32                  mBorderHeight;
      ColorI               mBorderFillColor;
      ColorI               mBorderFrameColor;
      bool                 mBorderLineMode;
      bool                 mSelectionHidden;
      bool                 mEnableSoftBrushes;
      bool                 mRenderVertexSelection;
      bool                 mProcessUsesBrush;

      //
      F32                  mAdjustHeightVal;
      F32                  mSetHeightVal;
      F32                  mScaleVal;
      F32                  mSmoothFactor;
      S32                  mMaterialGroup;
      F32                  mSoftSelectRadius;
      StringTableEntry     mSoftSelectFilter;
      StringTableEntry     mSoftSelectDefaultFilter;
      F32                  mAdjustHeightMouseScale;

#ifdef TGE_RPG /// TGE_TerrainScene
      U32                  m_uSceneFlag;
#endif

   public:

      // SimObject
      bool onAdd();
      void onDeleteNotify(SimObject * object);

      static void initPersistFields();

      // EditTSCtrl
      void on3DMouseUp(const Gui3DMouseEvent & event);
      void on3DMouseDown(const Gui3DMouseEvent & event);
      void on3DMouseMove(const Gui3DMouseEvent & event);
      void on3DMouseDragged(const Gui3DMouseEvent & event);
      void updateGuiInfo();
      void renderScene(const RectI & updateRect);

      DECLARE_CONOBJECT(TerrainEditor);
};

inline void TerrainEditor::setGridInfoHeight(const GridInfo & info)
{
   setGridHeight(info.mGridPos, info.mHeight);
}

#endif

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