mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
1714 lines
43 KiB
C++
1714 lines
43 KiB
C++
#include "../server/exe_headers.h"
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#include "cm_local.h"
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#include "cm_patch.h"
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#include "cm_landscape.h"
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#include "../game/genericparser2.h"
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#include "cm_randomterrain.h"
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#ifdef _WIN32
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#pragma optimize("p", on)
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#endif
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void R_LoadDataImage ( const char *name, byte **pic, int *width, int *height);
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void R_InvertImage ( byte *data, int width, int height, int depth);
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void R_Resample ( byte *source, int swidth, int sheight, byte *dest, int dwidth, int dheight, int components);
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//#define _SMOOTH_TERXEL_BRUSH
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#ifdef _SMOOTH_TERXEL_BRUSH
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#define BRUSH_SIDES_PER_TERXEL 8
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#else
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#define BRUSH_SIDES_PER_TERXEL 5
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#endif
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void CCMLandScape::SetShaders(int height, CCMShader *shader)
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{
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int i;
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for(i = height; shader && (i < HEIGHT_RESOLUTION); i++)
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{
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if(!mHeightDetails[i].GetSurfaceFlags())
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{
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mHeightDetails[i].SetFlags(shader->contentFlags, shader->surfaceFlags);
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}
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}
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}
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void CCMLandScape::LoadTerrainDef(const char *td)
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{
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char terrainDef[MAX_QPATH];
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CGenericParser2 parse;
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CGPGroup *basegroup, *classes, *items;
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Com_sprintf(terrainDef, MAX_QPATH, "ext_data/RMG/%s.terrain", Info_ValueForKey(td, "terrainDef"));
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Com_DPrintf("CM_Terrain: Loading and parsing terrainDef %s.....\n", Info_ValueForKey(td, "terrainDef"));
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if(!Com_ParseTextFile(terrainDef, parse))
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{
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Com_sprintf(terrainDef, MAX_QPATH, "ext_data/arioche/%s.terrain", Info_ValueForKey(td, "terrainDef"));
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if(!Com_ParseTextFile(terrainDef, parse))
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{
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Com_Printf("Could not open %s\n", terrainDef);
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return;
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}
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}
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// The whole file....
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basegroup = parse.GetBaseParseGroup();
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// The root { } struct
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classes = basegroup->GetSubGroups();
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while(classes)
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{
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items = classes->GetSubGroups();
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while(items)
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{
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if(!Q_stricmp(items->GetName(), "altitudetexture"))
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{
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int height;
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const char *shaderName;
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CCMShader *shader;
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// Height must exist - the rest are optional
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height = atol(items->FindPairValue("height", "0"));
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// Shader for this height
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shaderName = items->FindPairValue("shader", "");
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if(strlen(shaderName))
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{
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shader = CM_GetShaderInfo(shaderName);
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if(shader)
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{
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SetShaders(height, shader);
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}
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}
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}
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else if(!Q_stricmp(items->GetName(), "water"))
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{
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const char *shaderName;
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CCMShader *shader;
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// Grab the height of the water
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mBaseWaterHeight = atol(items->FindPairValue("height", "0"));
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SetRealWaterHeight(mBaseWaterHeight);
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// Grab the material of the water
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shaderName = items->FindPairValue("shader", "");
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shader = CM_GetShaderInfo(shaderName);
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if(shader)
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{
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mWaterContents = shader->contentFlags;
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mWaterSurfaceFlags = shader->surfaceFlags;
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}
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}
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items = (CGPGroup *)items->GetNext();
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}
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classes = (CGPGroup *)classes->GetNext();
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}
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Com_ParseTextFileDestroy(parse);
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}
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CCMPatch::~CCMPatch(void)
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{
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}
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CCMLandScape::CCMLandScape(const char *configstring, bool server)
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{
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int numPatches, numBrushesPerPatch, size;// seed;
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char heightMap[MAX_QPATH];
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// char *ptr;
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holdrand = 0x89abcdef;
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// Clear out the height details
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memset(mHeightDetails, 0, sizeof(CCMHeightDetails) * HEIGHT_RESOLUTION);
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mBaseWaterHeight = 0;
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mWaterHeight = 0.0f;
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// When constructed, referenced once
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mRefCount = 1;
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// Extract the relevant data from the config string
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Com_sprintf(heightMap, MAX_QPATH, "%s", Info_ValueForKey(configstring, "heightMap"));
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numPatches = atol(Info_ValueForKey(configstring, "numPatches"));
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mTerxels = atol(Info_ValueForKey(configstring, "terxels"));
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mHasPhysics = !!atol(Info_ValueForKey(configstring, "physics"));
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//seed = strtoul(Info_ValueForKey(configstring, "seed"), &ptr, 10);
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mBounds[0][0] = (float)atof(Info_ValueForKey(configstring, "minx"));
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mBounds[0][1] = (float)atof(Info_ValueForKey(configstring, "miny"));
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mBounds[0][2] = (float)atof(Info_ValueForKey(configstring, "minz"));
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mBounds[1][0] = (float)atof(Info_ValueForKey(configstring, "maxx"));
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mBounds[1][1] = (float)atof(Info_ValueForKey(configstring, "maxy"));
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mBounds[1][2] = (float)atof(Info_ValueForKey(configstring, "maxz"));
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// Calculate size of the brush
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VectorSubtract(mBounds[1], mBounds[0], mSize);
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// Work out the dimensions of the brush in blocks - the object is to make the blocks as square as possible
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mBlockWidth = Round(sqrtf(numPatches * mSize[0] / mSize[1]));
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mBlockHeight = Round(sqrtf(numPatches * mSize[1] / mSize[0]));
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// ...which lets us get the size of the heightmap
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mWidth = mBlockWidth * mTerxels;
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mHeight = mBlockHeight * mTerxels;
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mHeightMap = (byte *)Z_Malloc(GetRealArea(), TAG_CM_TERRAIN, qfalse);
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mFlattenMap = 0; //only needed on random terrains
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if(strlen(heightMap))
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{
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byte *imageData;
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int iWidth, iHeight;
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Com_DPrintf("CM_Terrain: Loading heightmap %s.....\n", heightMap);
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R_LoadDataImage(heightMap, &imageData, &iWidth, &iHeight);
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mRandomTerrain = 0;
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if(imageData)
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{
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if(strstr(heightMap, "random_"))
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{
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mFlattenMap = (byte *)Z_Malloc(GetRealArea(), TAG_CM_TERRAIN, qfalse);
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memset ( mFlattenMap, 0, GetRealArea() );// Zero means unused.
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mRandomTerrain = CreateRandomTerrain ( configstring, this, mHeightMap, GetRealWidth(), GetRealHeight());
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}
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else
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{
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// Flip to make the same as GenSurf
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R_InvertImage(imageData, iWidth, iHeight, 1);
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R_Resample(imageData, iWidth, iHeight, mHeightMap, GetRealWidth(), GetRealHeight(), 1);
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}
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Z_Free(imageData);
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}
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}
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else
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{
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Com_Error(ERR_FATAL, "Terrain has no heightmap specified\n");
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}
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// Work out the dimensions of the terxel - should be almost square
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mTerxelSize[0] = mSize[0] / mWidth;
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mTerxelSize[1] = mSize[1] / mHeight;
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mTerxelSize[2] = mSize[2] / 255.0f;
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// Work out the patchsize
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mPatchSize[0] = mSize[0] / mBlockWidth;
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mPatchSize[1] = mSize[1] / mBlockHeight;
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mPatchSize[2] = 1.0f;
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mPatchScalarSize = VectorLength(mPatchSize);
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// Loads in the water height and properties
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// Gets the shader properties for the blended shaders
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LoadTerrainDef(configstring);
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Com_DPrintf("CM_Terrain: Creating patches.....\n");
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mPatches = (CCMPatch *)Z_Malloc(sizeof(CCMPatch) * GetBlockCount(), TAG_CM_TERRAIN, qfalse);
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numBrushesPerPatch = mTerxels * mTerxels * 2;
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size = (numBrushesPerPatch * sizeof(cbrush_t)) + (numBrushesPerPatch * BRUSH_SIDES_PER_TERXEL * 2 * (sizeof(cbrushside_t) + sizeof(cplane_t)));
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mPatchBrushData = (byte *)Z_Malloc(size * GetBlockCount(), TAG_CM_TERRAIN, qfalse);
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// Initialize all terrain patches
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UpdatePatches();
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}
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// Initialise a plane from 3 coords
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void CCMPatch::InitPlane(struct cbrushside_s *side, cplane_t *plane, vec3_t p0, vec3_t p1, vec3_t p2)
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{
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vec3_t dx, dy;
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VectorSubtract(p1, p0, dx);
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VectorSubtract(p2, p0, dy);
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CrossProduct(dx, dy, plane->normal);
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VectorNormalize(plane->normal);
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plane->dist = DotProduct(p0, plane->normal);
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plane->type = PlaneTypeForNormal(plane->normal);
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SetPlaneSignbits(plane);
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#ifdef _XBOX
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// MATT! - does this work?
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cmg.planes[side->planeNum.GetValue()] = *plane;
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#else
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side->plane = plane;
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#endif
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}
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// Create the planes required for collision detection
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// 2 brushes per terxel - each brush has 5 sides and 5 planes
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void* CCMPatch::GetAdjacentBrushY ( int x, int y )
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{
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int yo1 = y % owner->GetTerxels();
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int yo2 = (y-1) % owner->GetTerxels();
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int xo = x % owner->GetTerxels();
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CCMPatch* patch;
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// Different patch
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if ( yo2 > yo1 )
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{
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patch = owner->GetPatch ( x / owner->GetTerxels(), (y-1) / owner->GetTerxels() );
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}
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else
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{
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patch = this;
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}
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cbrush_t *brush;
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brush = patch->mPatchBrushData;
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brush += ((yo2 * owner->GetTerxels ( ) + xo) * 2);
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brush ++;
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return brush;
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}
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void* CCMPatch::GetAdjacentBrushX ( int x, int y )
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{
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int xo1 = x % owner->GetTerxels();
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int xo2 = (x-1) % owner->GetTerxels();
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int yo = y % owner->GetTerxels();
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CCMPatch* patch;
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// Different patch
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if ( xo2 > xo1 )
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{
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patch = owner->GetPatch ( (x-1) / owner->GetTerxels(), y / owner->GetTerxels() );
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}
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else
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{
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patch = this;
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}
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cbrush_t *brush;
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brush = patch->mPatchBrushData;
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brush += ((yo * owner->GetTerxels ( ) + xo2) * 2);
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if ( ! ((x+y) & 1) )
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{
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brush ++;
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}
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return brush;
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}
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void CCMPatch::CreatePatchPlaneData(void)
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{
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#ifndef PRE_RELEASE_DEMO
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int realWidth;
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int x, y, i, j;
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#if 0
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int n;
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#endif
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cbrush_t *brush;
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cbrushside_t *side;
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cplane_t *plane;
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vec3_t *coords;
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vec3_t localCoords[8];
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mNumBrushes = owner->GetTerxels() * owner->GetTerxels() * 2;
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realWidth = owner->GetRealWidth();
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coords = owner->GetCoords();
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brush = mPatchBrushData;
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side = (cbrushside_t *)(mPatchBrushData + mNumBrushes);
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plane = (cplane_t *)(side + (mNumBrushes * BRUSH_SIDES_PER_TERXEL * 2));
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for(y = mHy; y < mHy + owner->GetTerxels(); y++)
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{
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for(x = mHx; x < mHx + owner->GetTerxels(); x++)
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{
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int offsets[4];
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if ( (x+y)&1 )
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{
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offsets[0] = (y * realWidth) + x; // TL
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offsets[1] = (y * realWidth) + x + 1; // TR
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offsets[2] = ((y + 1) * realWidth) + x; // BL
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offsets[3] = ((y + 1) * realWidth) + x + 1; // BR
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}
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else
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{
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offsets[2] = (y * realWidth) + x; // TL
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offsets[0] = (y * realWidth) + x + 1; // TR
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offsets[3] = ((y + 1) * realWidth) + x; // BL
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offsets[1] = ((y + 1) * realWidth) + x + 1; // BR
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}
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for(i = 0; i < 4; i++)
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{
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VectorCopy(coords[offsets[i]], localCoords[i]);
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VectorCopy(coords[offsets[i]], localCoords[i + 4]);
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// Set z of base of brush to bottom of landscape brush
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localCoords[i + 4][2] = owner->GetMins()[2];
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}
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// Set the bounds of the terxel
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VectorSet(brush[0].bounds[0], MAX_WORLD_COORD, MAX_WORLD_COORD, MAX_WORLD_COORD);
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VectorSet(brush[0].bounds[1], MIN_WORLD_COORD, MIN_WORLD_COORD, MIN_WORLD_COORD);
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for(i = 0; i < 8; i++)
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{
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for(j = 0; j < 3; j++)
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{
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// mins
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if(localCoords[i][j] < brush[0].bounds[0][j])
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{
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brush[0].bounds[0][j] = localCoords[i][j];
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}
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// maxs
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if(localCoords[i][j] > brush[0].bounds[1][j])
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{
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brush[0].bounds[1][j] = localCoords[i][j];
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}
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}
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}
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VectorDec(brush[0].bounds[0]);
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VectorInc(brush[0].bounds[1]);
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VectorCopy(brush[0].bounds[0], brush[1].bounds[0]);
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VectorCopy(brush[0].bounds[1], brush[1].bounds[1]);
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brush[0].contents = mContentFlags;
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brush[1].contents = mContentFlags;
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#ifndef _SMOOTH_TERXEL_BRUSH
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// Set up sides of the brushes
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brush[0].numsides = 5;
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brush[0].sides = side;
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brush[1].numsides = 5;
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brush[1].sides = side + 5;
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for ( i = 0; i < 8 ; i ++ )
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{
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localCoords[i][0] = (int)localCoords[i][0];
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localCoords[i][1] = (int)localCoords[i][1];
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localCoords[i][2] = (int)localCoords[i][2];
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}
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// Create the planes of the 2 triangles that make up the tops of the brushes
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InitPlane(side + 0, plane + 0, localCoords[0], localCoords[1], localCoords[2]);
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InitPlane(side + 5, plane + 5, localCoords[3], localCoords[2], localCoords[1]);
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// Create the bottom face of the brushes
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InitPlane(side + 1, plane + 1, localCoords[6], localCoords[5], localCoords[4]);
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InitPlane(side + 6, plane + 6, localCoords[5], localCoords[6], localCoords[7]);
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// Create the 3 vertical faces
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InitPlane(side + 2, plane + 2, localCoords[0], localCoords[2], localCoords[4]);
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InitPlane(side + 7, plane + 7, localCoords[3], localCoords[1], localCoords[7]);
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InitPlane(side + 3, plane + 3, localCoords[0], localCoords[4], localCoords[1]);
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InitPlane(side + 8, plane + 8, localCoords[3], localCoords[7], localCoords[2]);
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InitPlane(side + 4, plane + 4, localCoords[2], localCoords[1], localCoords[6]);
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InitPlane(side + 9, plane + 9, localCoords[5], localCoords[1], localCoords[6]);
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// Increment to next terxel
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brush += 2;
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side += 10;
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plane += 10;
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#else
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// Set up sides of the brushes
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brush[0].numsides = 5;
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brush[0].sides = side;
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brush[1].numsides = 5;
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brush[1].sides = side + 8;
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// Create the planes of the 2 triangles that make up the tops of the brushes
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InitPlane(side + 0, plane + 0, localCoords[0], localCoords[1], localCoords[2]);
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InitPlane(side + 8, plane + 8, localCoords[3], localCoords[2], localCoords[1]);
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// Create the bottom face of the brushes
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InitPlane(side + 1, plane + 1, localCoords[4], localCoords[6], localCoords[5]);
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InitPlane(side + 9, plane + 9, localCoords[7], localCoords[5], localCoords[6]);
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// Create the 3 vertical faces
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InitPlane(side + 2, plane + 2, localCoords[0], localCoords[2], localCoords[4]);
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InitPlane(side + 10, plane + 10, localCoords[3], localCoords[1], localCoords[7]);
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InitPlane(side + 3, plane + 3, localCoords[0], localCoords[4], localCoords[1]);
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InitPlane(side + 11, plane + 11, localCoords[3], localCoords[7], localCoords[2]);
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InitPlane(side + 4, plane + 4, localCoords[2], localCoords[1], localCoords[6]);
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InitPlane(side + 12, plane + 12, localCoords[5], localCoords[1], localCoords[6]);
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float V = DotProduct ( (plane + 8)->normal, localCoords[0] ) - (plane + 8)->dist;
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if ( V < 0 )
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{
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InitPlane ( brush[0].sides + brush[0].numsides, plane + brush[0].numsides, localCoords[3], localCoords[2], localCoords[1]);
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brush[0].numsides++;
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InitPlane ( brush[1].sides + brush[1].numsides, plane + 8 + brush[1].numsides, localCoords[0], localCoords[1], localCoords[2]);
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brush[1].numsides++;
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}
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// Determine if we need to smooth the brush transition from the brush above us
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if ( y > 0 && y < owner->GetPatchHeight ( ) - 1 )
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{
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cbrush_t* abovebrush = (cbrush_t*)GetAdjacentBrushY ( x, y );
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#ifdef _XBOX
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cplane_t* aboveplane = &cmg.planes[abovebrush->sides->planeNum.GetValue()];
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#else
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cplane_t* aboveplane = abovebrush->sides->plane;
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#endif
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V = DotProduct ( aboveplane->normal, ((y+x)&1)?(localCoords[2]):(localCoords[1]) ) - aboveplane->dist;
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if ( V < 0 )
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{
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memcpy ( brush[0].sides + brush[0].numsides, abovebrush->sides, sizeof(cbrushside_t) );
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|
brush[0].numsides++;
|
|
|
|
memcpy ( abovebrush->sides + abovebrush->numsides, side + 0, sizeof(cbrushside_t) );
|
|
abovebrush->numsides++;
|
|
}
|
|
}
|
|
|
|
// Determine if we need to smooth the brush transition from the brush to the left of us
|
|
if ( x > 0 && x < owner->GetPatchWidth ( ) - 1 )
|
|
{
|
|
cbrush_t* abovebrush = (cbrush_t*)GetAdjacentBrushX ( x, y );
|
|
#ifdef _XBOX
|
|
cplane_t* aboveplane = &cmg.planes[abovebrush->sides->planeNum.GetValue()];
|
|
#else
|
|
cplane_t* aboveplane = abovebrush->sides->plane;
|
|
#endif
|
|
|
|
V = DotProduct ( aboveplane->normal, localCoords[1] ) - aboveplane->dist;
|
|
|
|
if ( V < 0 )
|
|
{
|
|
if ( (x+y)&1 )
|
|
{
|
|
memcpy ( brush[0].sides + brush[0].numsides, abovebrush->sides, sizeof(cbrushside_t) );
|
|
brush[0].numsides++;
|
|
|
|
memcpy ( abovebrush->sides + abovebrush->numsides, side + 0, sizeof(cbrushside_t) );
|
|
abovebrush->numsides++;
|
|
}
|
|
else
|
|
{
|
|
memcpy ( brush[1].sides + brush[1].numsides, abovebrush->sides, sizeof(cbrushside_t) );
|
|
brush[1].numsides++;
|
|
|
|
memcpy ( abovebrush->sides + abovebrush->numsides, side + 8, sizeof(cbrushside_t) );
|
|
abovebrush->numsides++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increment to next terxel
|
|
brush += 2;
|
|
side += 16;
|
|
plane += 16;
|
|
#endif
|
|
}
|
|
}
|
|
#endif // PRE_RELEASE_DEMO
|
|
}
|
|
|
|
void CCMPatch::Init(CCMLandScape *ls, int heightX, int heightY, vec3_t world, byte *hMap, byte *patchBrushData)
|
|
{
|
|
#ifndef PRE_RELEASE_DEMO
|
|
int min, max, x, y, height;
|
|
|
|
// Set owning landscape
|
|
owner = ls;
|
|
|
|
// Store the base of the top left corner
|
|
VectorCopy(world, mWorldCoords);
|
|
|
|
// Store pointer to first byte of the height data for this patch.
|
|
mHx = heightX;
|
|
mHy = heightY;
|
|
mHeightMap = hMap + ((heightY * owner->GetRealWidth()) + heightX);
|
|
|
|
// Calculate the bounds for culling
|
|
// Use the dimensions 1 terxel outside the patch to allow for sloping of edge terxels
|
|
min = 256;
|
|
max = -1;
|
|
for(y = heightY - 1; y < heightY + owner->GetTerxels() + 1; y++)
|
|
{
|
|
if(y >= 0)
|
|
{
|
|
for(x = heightX - 1; x < heightX + owner->GetTerxels() + 1; x++)
|
|
{
|
|
if(x >= 0)
|
|
{
|
|
height = hMap[(y * owner->GetRealWidth()) + x];
|
|
|
|
if(height > max)
|
|
{
|
|
max = height;
|
|
}
|
|
if(height < min)
|
|
{
|
|
min = height;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mins
|
|
mBounds[0][0] = world[0];
|
|
mBounds[0][1] = world[1];
|
|
mBounds[0][2] = world[2] + (min * owner->GetTerxelSize()[2]);
|
|
|
|
// Maxs
|
|
mBounds[1][0] = world[0] + (owner->GetPatchSize()[0]);
|
|
mBounds[1][1] = world[1] + (owner->GetPatchSize()[1]);
|
|
mBounds[1][2] = world[2] + (max * owner->GetTerxelSize()[2]);
|
|
|
|
// Corner heights
|
|
mCornerHeights[0] = mHeightMap[0];
|
|
mCornerHeights[1] = mHeightMap[owner->GetTerxels()];
|
|
mCornerHeights[2] = mHeightMap[owner->GetTerxels() * owner->GetRealWidth()];
|
|
mCornerHeights[3] = mHeightMap[(owner->GetTerxels() * owner->GetRealWidth()) + owner->GetTerxels()];
|
|
|
|
// Set the surfaceFlags using average height (may want a more complex algo here)
|
|
mSurfaceFlags = owner->GetSurfaceFlags((min + max) >> 1);
|
|
mContentFlags = owner->GetContentFlags((min + max) >> 1);
|
|
|
|
// Set base of brush data from big array
|
|
mPatchBrushData = (cbrush_t *)patchBrushData;
|
|
CreatePatchPlaneData();
|
|
#endif // PRE_RELEASE_DEMO
|
|
}
|
|
|
|
CCMPatch *CCMLandScape::GetPatch(int x, int y)
|
|
{
|
|
return(mPatches + ((y * mBlockWidth) + x));
|
|
}
|
|
|
|
void CCMLandScape::PatchCollide(struct traceWork_s *tw, trace_t &trace, const vec3_t start, const vec3_t end, int checkcount)
|
|
{
|
|
vec3pair_t tBounds;
|
|
|
|
// Convert to valid bounding box
|
|
CM_CalcExtents(start, end, tw, tBounds);
|
|
|
|
// if (com_newtrace->integer)
|
|
if (1)
|
|
{
|
|
float slope, offset;
|
|
float startPatchLoc, endPatchLoc, startPos, endPos;
|
|
float patchDirection = 1;
|
|
float checkDirection = 1;
|
|
int countPatches, count;
|
|
CCMPatch *patch;
|
|
float fraction = trace.fraction;
|
|
|
|
if (fabs(end[0]-start[0]) >= fabs(fabs(end[1]-start[1])))
|
|
{ // x travels more than y
|
|
// calculate line slope and offset
|
|
if (end[0] - start[0])
|
|
{
|
|
slope = (end[1] - start[1]) / (end[0] - start[0]);
|
|
}
|
|
else
|
|
{
|
|
slope = 0;
|
|
}
|
|
offset = start[1] - (start[0] * slope);
|
|
|
|
// find the starting
|
|
startPatchLoc = floor((start[0] - mBounds[0][0]) / mPatchSize[0]);
|
|
endPatchLoc = floor((end[0] - mBounds[0][0]) / mPatchSize[0]);
|
|
|
|
if (startPatchLoc <= endPatchLoc)
|
|
{ // moving along slope in a positive direction
|
|
endPatchLoc++;
|
|
startPatchLoc--;
|
|
countPatches = endPatchLoc - startPatchLoc + 1;
|
|
}
|
|
else
|
|
{ // moving along slope in a negative direction
|
|
endPatchLoc--;
|
|
startPatchLoc++;
|
|
patchDirection = -1;
|
|
countPatches = startPatchLoc - endPatchLoc + 1;
|
|
}
|
|
if (slope < 0.0)
|
|
{
|
|
checkDirection = -1;
|
|
}
|
|
|
|
// first calculate the real world location
|
|
startPos = ((startPatchLoc * mPatchSize[0] + mBounds[0][0]) * slope) + offset;
|
|
// calculate it back into patch coords
|
|
startPos = floor((startPos - mBounds[0][1] + tw->size[0][1]) / mPatchSize[1]);
|
|
do
|
|
{
|
|
if (startPatchLoc >= 0 && startPatchLoc < mBlockWidth)
|
|
{ // valid location
|
|
// first calculate the real world location
|
|
endPos = (((startPatchLoc+patchDirection) * mPatchSize[0] + mBounds[0][0]) * slope) + offset;
|
|
// calculate it back into patch coords
|
|
endPos = floor((endPos - mBounds[0][1] + tw->size[1][1]) / mPatchSize[1]);
|
|
|
|
if (checkDirection < 0)
|
|
{
|
|
startPos++;
|
|
endPos--;
|
|
}
|
|
else
|
|
{
|
|
startPos--;
|
|
endPos++;
|
|
}
|
|
count = fabs(endPos - startPos) + 1;
|
|
while(count)
|
|
{
|
|
if (startPos >= 0 && startPos < mBlockHeight)
|
|
{ // valid location
|
|
patch = GetPatch(startPatchLoc, startPos);
|
|
// Collide with every patch to find the minimum fraction
|
|
CM_HandlePatchCollision(tw, trace, tBounds[0], tBounds[1], patch, checkcount);
|
|
|
|
if (trace.fraction <= 0.0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
startPos += checkDirection;
|
|
count--;
|
|
}
|
|
|
|
if (trace.fraction < fraction)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
// move to the next spot
|
|
// we still stay one behind, to get the opposite edge of the terrain patch
|
|
startPos = ((startPatchLoc * mPatchSize[0] + mBounds[0][0]) * slope) + offset;
|
|
startPatchLoc += patchDirection;
|
|
// first calculate the real world location
|
|
// calculate it back into patch coords
|
|
startPos = floor((startPos - mBounds[0][1] + tw->size[0][1]) / mPatchSize[1]);
|
|
|
|
countPatches--;
|
|
}
|
|
while (countPatches);
|
|
}
|
|
else
|
|
{
|
|
// calculate line slope and offset
|
|
slope = (end[0] - start[0]) / (end[1] - start[1]);
|
|
offset = start[0] - (start[1] * slope);
|
|
|
|
// find the starting
|
|
startPatchLoc = floor((start[1] - mBounds[0][1]) / mPatchSize[1]);
|
|
endPatchLoc = floor((end[1] - mBounds[0][1]) / mPatchSize[1]);
|
|
|
|
if (startPatchLoc <= endPatchLoc)
|
|
{ // moving along slope in a positive direction
|
|
endPatchLoc++;
|
|
startPatchLoc--;
|
|
countPatches = endPatchLoc - startPatchLoc + 1;
|
|
}
|
|
else
|
|
{ // moving along slope in a negative direction
|
|
endPatchLoc--;
|
|
startPatchLoc++;
|
|
patchDirection = -1;
|
|
countPatches = startPatchLoc - endPatchLoc + 1;
|
|
}
|
|
if (slope < 0.0)
|
|
{
|
|
checkDirection = -1;
|
|
}
|
|
|
|
// first calculate the real world location
|
|
startPos = ((startPatchLoc * mPatchSize[1] + mBounds[0][1]) * slope) + offset;
|
|
// calculate it back into patch coords
|
|
startPos = floor((startPos - mBounds[0][0] + tw->size[0][0]) / mPatchSize[0]);
|
|
do
|
|
{
|
|
if (startPatchLoc >= 0 && startPatchLoc < mBlockHeight)
|
|
{ // valid location
|
|
// first calculate the real world location
|
|
endPos = (((startPatchLoc+patchDirection) * mPatchSize[1] + mBounds[0][1]) * slope) + offset;
|
|
// calculate it back into patch coords
|
|
endPos = floor((endPos - mBounds[0][0] + tw->size[1][0]) / mPatchSize[0]);
|
|
|
|
if (checkDirection < 0)
|
|
{
|
|
startPos++;
|
|
endPos--;
|
|
}
|
|
else
|
|
{
|
|
startPos--;
|
|
endPos++;
|
|
}
|
|
|
|
count = fabs(endPos - startPos) + 1;
|
|
while(count)
|
|
{
|
|
if (startPos >= 0 && startPos < mBlockWidth)
|
|
{ // valid location
|
|
patch = GetPatch(startPos, startPatchLoc);
|
|
// Collide with every patch to find the minimum fraction
|
|
CM_HandlePatchCollision(tw, trace, tBounds[0], tBounds[1], patch, checkcount);
|
|
|
|
if (trace.fraction <= 0.0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
startPos += checkDirection;
|
|
count--;
|
|
}
|
|
|
|
if (trace.fraction < fraction)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// move to the next spot
|
|
// we still stay one behind, to get the opposite edge of the terrain patch
|
|
startPos = ((startPatchLoc * mPatchSize[1] + mBounds[0][1]) * slope) + offset;
|
|
startPatchLoc += patchDirection;
|
|
// first calculate the real world location
|
|
// calculate it back into patch coords
|
|
startPos = floor((startPos - mBounds[0][0] + tw->size[0][0]) / mPatchSize[0]);
|
|
countPatches--;
|
|
}
|
|
while (countPatches);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int x, y;
|
|
vec3_t tWork;
|
|
vec3_t pStart, pEnd;
|
|
int minx, maxx, miny, maxy;
|
|
CCMPatch *patch;
|
|
|
|
// Work out and grab the relevant patches
|
|
VectorSubtract(tBounds[0], mBounds[0], tWork);
|
|
VectorInverseScaleVector(tWork, mPatchSize, pStart);
|
|
VectorSubtract(tBounds[1], mBounds[0], tWork);
|
|
VectorInverseScaleVector(tWork, mPatchSize, pEnd);
|
|
|
|
minx = Com_Clamp(0, mBlockWidth - 1, floorf(pStart[0]));
|
|
maxx = Com_Clamp(0, mBlockWidth - 1, ceilf(pEnd[0]));
|
|
miny = Com_Clamp(0, mBlockHeight - 1, floorf(pStart[1]));
|
|
maxy = Com_Clamp(0, mBlockHeight - 1, ceilf(pEnd[1]));
|
|
|
|
// generic box collide with each one
|
|
for(y = miny; y <= maxy; y++)
|
|
{
|
|
for(x = minx; x <= maxx; x++)
|
|
{
|
|
patch = GetPatch(x, y);
|
|
// Collide with every patch to find the minimum fraction
|
|
CM_HandlePatchCollision(tw, trace, tBounds[0], tBounds[1], patch, checkcount);
|
|
|
|
if (trace.fraction <= 0.0)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float CCMLandScape::WaterCollide(const vec3_t begin, const vec3_t end, float fraction) const
|
|
{
|
|
// Check for completely above water
|
|
if((begin[2] > mWaterHeight) && (end[2] > mWaterHeight))
|
|
{
|
|
return(fraction);
|
|
}
|
|
// Check for completely below water
|
|
if((begin[2] < mWaterHeight) && (end[2] < mWaterHeight))
|
|
{
|
|
return(fraction);
|
|
}
|
|
// Check for starting in water and leaving
|
|
if(begin[2] < mWaterHeight - SURFACE_CLIP_EPSILON)
|
|
{
|
|
fraction = ((mWaterHeight - SURFACE_CLIP_EPSILON) - begin[2]) / (end[2] - begin[2]);
|
|
return(fraction);
|
|
}
|
|
// Now the trace must be entering the water
|
|
if(begin[2] > mWaterHeight + SURFACE_CLIP_EPSILON)
|
|
{
|
|
fraction = (begin[2] - (mWaterHeight + SURFACE_CLIP_EPSILON)) / (begin[2] - end[2]);
|
|
}
|
|
return(fraction);
|
|
}
|
|
|
|
void CCMLandScape::GetTerxelLocalCoords ( int x, int y, vec3_t localCoords[8] )
|
|
{
|
|
int realWidth;
|
|
vec3_t* coords;
|
|
int offsets[4];
|
|
int i;
|
|
|
|
coords = GetCoords ( );
|
|
realWidth = GetRealWidth ( );
|
|
|
|
if ( (x+y)&1 )
|
|
{
|
|
offsets[0] = (y * realWidth) + x; // TL
|
|
offsets[1] = (y * realWidth) + x + 1; // TR
|
|
offsets[2] = ((y + 1) * realWidth) + x; // BL
|
|
offsets[3] = ((y + 1) * realWidth) + x + 1; // BR
|
|
}
|
|
else
|
|
{
|
|
offsets[2] = (y * realWidth) + x; // TL
|
|
offsets[0] = (y * realWidth) + x + 1; // TR
|
|
offsets[3] = ((y + 1) * realWidth) + x; // BL
|
|
offsets[1] = ((y + 1) * realWidth) + x + 1; // BR
|
|
}
|
|
|
|
for( i = 0; i < 4; i++ )
|
|
{
|
|
VectorCopy(coords[offsets[i]], localCoords[i]);
|
|
VectorCopy(coords[offsets[i]], localCoords[i + 4]);
|
|
|
|
// Set z of base of brush to bottom of landscape brush
|
|
localCoords[i + 4][2] = GetMins()[2];
|
|
}
|
|
}
|
|
|
|
|
|
void CCMLandScape::UpdatePatches(void)
|
|
{
|
|
CCMPatch *patch;
|
|
int x, y, ix, iy, numBrushesPerPatch;
|
|
vec3_t world;
|
|
int size;
|
|
|
|
/* for(y=0;y<GetRealHeight();y++)
|
|
{
|
|
for(x=0;x<GetRealWidth();x++)
|
|
{
|
|
Com_Printf("(%d,%d) = %u\n", x, y, (unsigned)mHeightMap[y*GetRealWidth() + x]);
|
|
}
|
|
}
|
|
*/
|
|
// Calculate real world coordinates from the heightmap
|
|
CalcRealCoords();
|
|
|
|
numBrushesPerPatch = mTerxels * mTerxels * 2;
|
|
size = (numBrushesPerPatch * sizeof(cbrush_t)) + (numBrushesPerPatch * BRUSH_SIDES_PER_TERXEL * 2 * (sizeof(cbrushside_t) + sizeof(cplane_t)));
|
|
|
|
patch = mPatches;
|
|
for(y = 0, iy = 0; y < mHeight; y += mTerxels, iy++)
|
|
{
|
|
for(x = 0, ix = 0; x < mWidth; x += mTerxels, ix++, patch++)
|
|
{
|
|
VectorSet(world, mBounds[0][0] + (x * mTerxelSize[0]), mBounds[0][1] + (y * mTerxelSize[1]), mBounds[0][2]);
|
|
patch->Init(this, x, y, world, mHeightMap, mPatchBrushData + (size * (ix + (iy * mBlockWidth))));
|
|
}
|
|
}
|
|
|
|
/*
|
|
for ( y = mTerxels; y < mHeight - mTerxels; y ++ )
|
|
{
|
|
for ( x = mTerxels; x < mWidth - mTerxels; x ++ )
|
|
{
|
|
int xo = x % mTerxels;
|
|
int yo = y % mTerxels;
|
|
int xor = (x + 1) % mTerxels;
|
|
int yob = (y + 1) % mTerxels;
|
|
|
|
CCMPatch* patch = mPatches + (mWidth / mTerxels) * y + (x / mTerxels);
|
|
CCMPatch* rpatch = mPatches + (mWidth / mTerxels) * y + ((x+1) / mTerxels);
|
|
CCMPatch* bpatch = mPatches + (mWidth / mTerxels) * (y + 1) + (x / mTerxels);
|
|
|
|
int offsets[4];
|
|
vec3_t localCoords[8];
|
|
vec3_t localCoordsR[8];
|
|
vec3_t localCoordsL[8];
|
|
|
|
GetTerxelLocalCoords ( x, y, localCoords );
|
|
GetTerxelLocalCoords ( x + 1, y, localCoordsR );
|
|
GetTerxelLocalCoords ( x, y + 1, localCoordsB );
|
|
|
|
brush = patch->GetCollisionData ( );;
|
|
side = (cbrushside_t *)(mPatchBrushData + patch->GetNumBrushes ( ) );
|
|
plane = (cplane_t *)(side + (mNumBrushes * BRUSH_SIDES_PER_TERXEL * 2));
|
|
|
|
|
|
float V = DotProduct ( (plane + 8)->normal, localCoords[0] ) + plane->dist;
|
|
|
|
if ( V < 0 )
|
|
{
|
|
InitPlane ( brush[0].sides + brush[0].numsides, plane + brush[0].numsides, localCoords[3], localCoords[2], localCoords[1]);
|
|
brush[0].numsides++;
|
|
|
|
InitPlane ( brush[1].sides + brush[1].numsides, plane + 8 + brush[1].numsides, localCoords[0], localCoords[1], localCoords[2]);
|
|
brush[1].numsides++;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
// Cleanup coord array
|
|
Z_Free(mCoords);
|
|
}
|
|
|
|
void CCMLandScape::CalcRealCoords(void)
|
|
{
|
|
int x, y;
|
|
|
|
mCoords = (vec3_t *)Z_Malloc(sizeof(vec3_t) * GetRealWidth() * GetRealHeight(), TAG_CM_TERRAIN, qfalse);
|
|
|
|
// Work out the real world coordinates of each heightmap entry
|
|
for(y = 0; y < GetRealHeight(); y++)
|
|
{
|
|
for(x = 0; x < GetRealWidth(); x++)
|
|
{
|
|
ivec3_t icoords;
|
|
int offset;
|
|
|
|
offset = (y * GetRealWidth()) + x;
|
|
|
|
VectorSet(icoords, x, y, mHeightMap[offset]);
|
|
VectorScaleVectorAdd(GetMins(), icoords, GetTerxelSize(), mCoords[offset]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCMLandScape::TerrainPatchIterate(void (*IterateFunc)( CCMPatch *, void * ), void *userdata) const
|
|
{
|
|
int i;
|
|
CCMPatch *patch;
|
|
|
|
patch = mPatches;
|
|
for(i = 0; i < GetBlockCount(); i++, patch++)
|
|
{
|
|
IterateFunc(patch, userdata);
|
|
}
|
|
}
|
|
|
|
#define LERP(t, a, b) (((b)-(a))*(t) + (a))
|
|
|
|
float CCMLandScape::GetWorldHeight(vec3_t origin, const vec3pair_t bounds, bool aboveGround) const
|
|
{
|
|
vec3_t work;
|
|
int minx, maxx, miny, maxy;
|
|
int TL, TR, BL, BR;
|
|
int final;
|
|
|
|
VectorSubtract(origin, mBounds[0], work);
|
|
VectorInverseScaleVector(work, mTerxelSize, work);
|
|
|
|
// Presume the bases of all misc models are less than 1 terxel square
|
|
minx = Com_Clamp(0, GetWidth(), (int)floorf(work[0]));
|
|
maxx = Com_Clamp(0, GetWidth(), (int)ceilf(work[0]));
|
|
miny = Com_Clamp(0, GetHeight(), (int)floorf(work[1]));
|
|
maxy = Com_Clamp(0, GetHeight(), (int)ceilf(work[1]));
|
|
|
|
TL = mHeightMap[(miny * GetRealWidth()) + minx];
|
|
TR = mHeightMap[(miny * GetRealWidth()) + maxx];
|
|
BL = mHeightMap[(maxy * GetRealWidth()) + minx];
|
|
BR = mHeightMap[(maxy * GetRealWidth()) + maxx];
|
|
|
|
if(aboveGround)
|
|
{
|
|
// int max1, max2;
|
|
// max1 = maximum(TL, TR);
|
|
// max2 = maximum(BL, BR);
|
|
// final = maximum(max1, max2);
|
|
float h1, h2;
|
|
float tx, ty;
|
|
tx = (work[0] - minx)/((float)(maxx-minx));
|
|
ty = (work[1] - miny)/((float)(maxy-miny));
|
|
h1 = LERP(tx, TL, TR);
|
|
h2 = LERP(tx, BL, BR);
|
|
final = LERP(ty, h1, h2);
|
|
}
|
|
else
|
|
{
|
|
int min1, min2;
|
|
|
|
min1 = minimum(TL, TR);
|
|
min2 = minimum(BL, BR);
|
|
final = minimum(min1, min2);
|
|
}
|
|
origin[2] = (final * mTerxelSize[2]) + mBounds[0][2];
|
|
|
|
// compute slope at this spot
|
|
if (maxx == minx)
|
|
maxx = Com_Clamp(0, GetWidth(), minx+1);
|
|
if (maxy == miny)
|
|
maxy = Com_Clamp(0, GetHeight(), miny+1);
|
|
BR = mHeightMap[(maxy * GetRealWidth()) + maxx];
|
|
|
|
// rise over run
|
|
return (fabs((float)(BR - TL)) * mTerxelSize[2]) / mTerxelSize[0];
|
|
}
|
|
|
|
void CM_CircularIterate(byte *data, int width, int height, int xo, int yo, int insideRadius, int outsideRadius, int *user, void (*callback)(byte *, float, int *))
|
|
{
|
|
int x, y, offset;
|
|
byte *work;
|
|
|
|
for(y = -outsideRadius; y < outsideRadius + 1; y++)
|
|
{
|
|
if(y + yo >= 0 && y + yo < height)
|
|
{
|
|
offset = sqrtf((outsideRadius * outsideRadius) - (y * y));
|
|
for(x = -offset; x < offset + 1; x++)
|
|
{
|
|
if(x + xo >= 0 && x + xo < width)
|
|
{
|
|
float radius = sqrt((float)(x*x+y*y));
|
|
|
|
if ( radius >= insideRadius )
|
|
{
|
|
work = data + (x + xo) + ((y + yo) * width);
|
|
callback( work, (radius - (float)insideRadius) / (float)(outsideRadius - insideRadius), user);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CM_ForceHeight( byte *work, float lerp, int *user)
|
|
{
|
|
*work = (byte)Com_Clamp(0, 255, (int)*user);
|
|
}
|
|
|
|
|
|
void CM_GetAverage( byte *work, float lerp, int *user)
|
|
{
|
|
user[0] += *work;
|
|
user[1]++;
|
|
}
|
|
|
|
void CM_Smooth ( byte* work, float lerp, int *user )
|
|
{
|
|
float smooth = sin ( M_PI/2*3 + (1.0f-lerp) * (M_PI / 2) ) + 1.0f;
|
|
// float smooth = (1.0f - lerp);
|
|
|
|
*work = *work + (int)((float)(*user - *work) * smooth);
|
|
}
|
|
|
|
void CM_MakeAverage( byte *work, float lerp, int *user)
|
|
{
|
|
int height, diff;
|
|
|
|
height = (int)*work;
|
|
diff = *user - height;
|
|
if(abs(diff) > 3)
|
|
{
|
|
diff >>= 2;
|
|
}
|
|
height += diff;
|
|
*work = (byte)Com_Clamp(0, 255, height);
|
|
}
|
|
|
|
void CCMLandScape::SaveArea(CArea *area)
|
|
{
|
|
mAreas.push_back(area);
|
|
}
|
|
|
|
void CCMLandScape::CarveLine ( vec3_t start, vec3_t end, int depth, int width )
|
|
{
|
|
int x, x1, x2, deltax;
|
|
int y, y1, y2, deltay;
|
|
int xinc1, xinc2;
|
|
int yinc1, yinc2;
|
|
int den, num;
|
|
int count, add;
|
|
int i;
|
|
float heightStart;
|
|
float heightEnd;
|
|
float heightStep;
|
|
|
|
x1 = (int) start[0];
|
|
y1 = (int) start[1];
|
|
x2 = (int) end[0];
|
|
y2 = (int) end[1];
|
|
|
|
deltax = abs(x2 - x1);
|
|
deltay = abs(y2 - y1);
|
|
x = x1;
|
|
y = y1;
|
|
|
|
// The x-values are increasing
|
|
if (x2 >= x1)
|
|
{
|
|
xinc1 = 1;
|
|
xinc2 = 1;
|
|
}
|
|
// The x-values are decreasing
|
|
else
|
|
{
|
|
xinc1 = -1;
|
|
xinc2 = -1;
|
|
}
|
|
|
|
// The y-values are increasing
|
|
if (y2 >= y1)
|
|
{
|
|
yinc1 = 1;
|
|
yinc2 = 1;
|
|
}
|
|
// The y-values are decreasing
|
|
else
|
|
{
|
|
yinc1 = -1;
|
|
yinc2 = -1;
|
|
}
|
|
|
|
if (deltax >= deltay) // There is at least one x-value for every y-value
|
|
{
|
|
xinc1 = 0; // Don't change the x when numerator >= denominator
|
|
yinc2 = 0; // Don't change the y for every iteration
|
|
den = deltax;
|
|
num = deltax / 2;
|
|
add = deltay;
|
|
count = deltax; // There are more x-values than y-values
|
|
}
|
|
else // There is at least one y-value for every x-value
|
|
{
|
|
xinc2 = 0; // Don't change the x for every iteration
|
|
yinc1 = 0; // Don't change the y when numerator >= denominator
|
|
den = deltay;
|
|
num = deltay / 2;
|
|
add = deltax;
|
|
count = deltay; // There are more y-values than x-values
|
|
}
|
|
|
|
vec3_t pt;
|
|
vec3_t bounds[2] = {{-1,-1,-1},{1,1,1}};
|
|
|
|
pt[0] = start[0];
|
|
pt[1] = start[1];
|
|
GetWorldHeight ( pt, bounds, false );
|
|
heightStart = pt[2];
|
|
|
|
pt[0] = end[0];
|
|
pt[1] = end[1];
|
|
GetWorldHeight ( pt, bounds, false );
|
|
heightEnd = pt[2];
|
|
|
|
heightStep = (heightEnd-heightStart) / count;
|
|
|
|
for ( i = 0; i <= count; i++ )
|
|
{
|
|
// Flatten the current location
|
|
CArea area;
|
|
|
|
pt[0] = x;
|
|
pt[1] = y;
|
|
area.Init ( pt, width / 2 + (irand(0, width/2)) );
|
|
FlattenArea ( &area, heightStart + (heightStep * i) - (depth/2 - (irand(0, depth/2))), false, true, true );
|
|
|
|
// Increase the numerator by the top of the fraction
|
|
num += add;
|
|
|
|
if (num >= den)
|
|
{
|
|
// Calculate the new numerator value
|
|
num -= den;
|
|
|
|
// Change the x and y as appropriate
|
|
x += xinc1;
|
|
y += yinc1;
|
|
}
|
|
|
|
// Change the x and y as appropriate
|
|
x += xinc2;
|
|
y += yinc2;
|
|
}
|
|
}
|
|
|
|
void CCMLandScape::CarveBezierCurve ( int numCtlPoints, vec3_t* ctlPoints, int steps, int depth, int size )
|
|
{
|
|
int i;
|
|
int choose;
|
|
int n;
|
|
float u;
|
|
float t;
|
|
float tt;
|
|
float t1;
|
|
float step;
|
|
vec3_t pt;
|
|
vec3_t lastpt;
|
|
vec3_t b[10];
|
|
|
|
n = numCtlPoints - 1;
|
|
choose = 1;
|
|
|
|
for ( i = 1; i <= n; i ++ )
|
|
{
|
|
if ( i == 1 )
|
|
choose = n;
|
|
else
|
|
choose = choose * (n-i+1) / i;
|
|
|
|
(*(ctlPoints+i))[0] *= choose;
|
|
(*(ctlPoints+i))[1] *= choose;
|
|
}
|
|
|
|
step = 1.0f / (float)steps;
|
|
for ( choose = 0, t = step; t < 1; t += step, choose++ )
|
|
{
|
|
b[0][0] = (*(ctlPoints+0))[0];
|
|
b[0][1] = (*(ctlPoints+0))[1];
|
|
|
|
for ( u = t, i = 1; i <= n; i ++ )
|
|
{
|
|
b[i][0] = (*(ctlPoints+i))[0] * u;
|
|
b[i][1] = (*(ctlPoints+i))[1] * u;
|
|
|
|
u = u * t;
|
|
}
|
|
|
|
pt[0] = b[n][0];
|
|
pt[1] = b[n][1];
|
|
|
|
t1 = 1 - t;
|
|
tt = t1;
|
|
|
|
for ( i = n - 1; i >= 0; i -- )
|
|
{
|
|
pt[0] += b[i][0] * tt;
|
|
pt[1] += b[i][1] * tt;
|
|
|
|
tt = tt * t1;
|
|
}
|
|
|
|
if ( choose != 0 )
|
|
{
|
|
CarveLine ( lastpt, pt, depth, size );
|
|
}
|
|
|
|
// Save this point for next time around
|
|
lastpt[0] = pt[0];
|
|
lastpt[1] = pt[1];
|
|
}
|
|
}
|
|
|
|
void CCMLandScape::FlattenArea(CArea *area, int height, bool save, bool forceHeight, bool smooth )
|
|
{
|
|
vec3_t temp;
|
|
ivec3_t icoords;
|
|
int radius;
|
|
int height2;
|
|
|
|
if(save)
|
|
{
|
|
SaveArea(area);
|
|
// mAreas.push_back(*area);
|
|
}
|
|
|
|
// Work out coords in the heightmap
|
|
VectorSubtract(area->GetPosition(), mBounds[0], temp);
|
|
icoords[0] = temp[0] / (mBounds[1][0] - mBounds[0][0]) * (float)GetRealWidth ( );
|
|
icoords[1] = temp[1] / (mBounds[1][1] - mBounds[0][1]) * (float)GetRealHeight ( );
|
|
|
|
// VectorInverseScaleVector(temp, mTerxelSize, icoords);
|
|
|
|
// round up, we'd rather have a little more area flattened than have less then what was requested
|
|
radius = (int)ceilf( (area->GetRadius() / mTerxelSize[1]) );
|
|
|
|
// Work out the average height of the surrounding terrain
|
|
height2 = height;
|
|
if(height < 0)
|
|
{
|
|
ivec3_t info;
|
|
|
|
info[0] = 0;
|
|
info[1] = 0;
|
|
CM_CircularIterate(mHeightMap, GetRealWidth(), GetRealHeight(), icoords[0], icoords[1], 0, radius, info, CM_GetAverage);
|
|
if(info[1])
|
|
{
|
|
height = info[0] / info[1];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
height = height & 0x7F;
|
|
}
|
|
|
|
if ( smooth )
|
|
{
|
|
CM_CircularIterate(mHeightMap, GetRealWidth(), GetRealHeight(), icoords[0], icoords[1], radius, radius * 3, &height, CM_Smooth);
|
|
}
|
|
|
|
if ( forceHeight )
|
|
{
|
|
CM_CircularIterate(mHeightMap, GetRealWidth(), GetRealHeight(), icoords[0], icoords[1], 0, radius + 1, &height, CM_ForceHeight );
|
|
assert (mFlattenMap);
|
|
CM_CircularIterate(mFlattenMap, GetRealWidth(), GetRealHeight(), icoords[0], icoords[1], 0, radius + 1, &height2, CM_ForceHeight );
|
|
}
|
|
else if ( smooth )
|
|
{
|
|
CM_CircularIterate(mHeightMap, GetRealWidth(), GetRealHeight(), icoords[0], icoords[1], 0, radius, &height, CM_Smooth);
|
|
}
|
|
}
|
|
|
|
void CM_BelowLevel(byte *data, float lerp, int *info)
|
|
{
|
|
info[1]++;
|
|
if(*data < info[2])
|
|
{
|
|
info[0]++;
|
|
}
|
|
}
|
|
|
|
float CCMLandScape::FractionBelowLevel(CArea *area, int height)
|
|
{
|
|
vec3_t temp;
|
|
ivec3_t icoords, info;
|
|
int count;
|
|
float level;
|
|
|
|
// Work out coords in the heightmap
|
|
VectorSubtract(area->GetPosition(), mBounds[0], temp);
|
|
VectorInverseScaleVector(temp, mTerxelSize, icoords);
|
|
|
|
// Work out radius of area in heightmap entries
|
|
count = area->GetRadius() / mTerxelSize[1];
|
|
|
|
info[0] = 0;
|
|
info[1] = 0;
|
|
|
|
info[2] = height;
|
|
if(height < 0)
|
|
{
|
|
info[2] = mBaseWaterHeight;
|
|
}
|
|
CM_CircularIterate(mHeightMap, GetRealWidth(), GetRealHeight(), icoords[0], icoords[1], 0, count, info, CM_BelowLevel);
|
|
|
|
level = 0.0f;
|
|
if(info[1])
|
|
{
|
|
level = (float)info[0] / info[1];
|
|
}
|
|
|
|
return(level);
|
|
}
|
|
|
|
CArea *CCMLandScape::GetFirstArea(void)
|
|
{
|
|
if(!mAreas.size())
|
|
{
|
|
return(NULL);
|
|
}
|
|
mAreasIt = mAreas.begin();
|
|
return (*mAreasIt);
|
|
}
|
|
|
|
CArea *CCMLandScape::GetFirstObjectiveArea(void)
|
|
{
|
|
if(!mAreas.size())
|
|
{
|
|
return(NULL);
|
|
}
|
|
mAreasIt = mAreas.begin();
|
|
|
|
while (mAreasIt != mAreas.end())
|
|
{
|
|
// run through the areas to find the player area
|
|
if((*mAreasIt)->GetType() == AT_OBJECTIVE)
|
|
{
|
|
return (*mAreasIt);
|
|
}
|
|
mAreasIt++;
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
CArea *CCMLandScape::GetPlayerArea(void)
|
|
{ // do me
|
|
if(!mAreas.size())
|
|
{
|
|
return(NULL);
|
|
}
|
|
mAreasIt = mAreas.begin();
|
|
|
|
while (mAreasIt != mAreas.end())
|
|
{
|
|
// run through the areas to find the player area
|
|
if((*mAreasIt)->GetType() == AT_PLAYER)
|
|
{
|
|
return (*mAreasIt);
|
|
}
|
|
mAreasIt++;
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
CArea *CCMLandScape::GetNextArea(void)
|
|
{
|
|
mAreasIt++;
|
|
if(mAreasIt == mAreas.end())
|
|
{
|
|
return(NULL);
|
|
}
|
|
return (*mAreasIt);
|
|
}
|
|
|
|
CArea *CCMLandScape::GetNextObjectiveArea(void)
|
|
{
|
|
mAreasIt++;
|
|
|
|
while (mAreasIt != mAreas.end())
|
|
{
|
|
// run through the areas to find the player area
|
|
if((*mAreasIt)->GetType() == AT_OBJECTIVE)
|
|
{
|
|
return (*mAreasIt);
|
|
}
|
|
mAreasIt++;
|
|
}
|
|
return(NULL);
|
|
}
|
|
|
|
bool CCMLandScape::AreaCollision(CArea *area, int *areaTypes, int areaTypeCount)
|
|
{
|
|
CArea *areas;
|
|
int i;
|
|
float segment;
|
|
bool collision;
|
|
|
|
areas = GetFirstArea();
|
|
while(areas)
|
|
{
|
|
collision = false;
|
|
|
|
if(area->GetVillageID() == areas->GetVillageID())
|
|
{
|
|
// Check for being too close angularly
|
|
if(area->GetAngleDiff() && areas->GetAngleDiff())
|
|
{
|
|
segment = areas->GetAngle() - area->GetAngle();
|
|
if(segment < M_PI)
|
|
{
|
|
segment += (float)(2 * M_PI);
|
|
}
|
|
if(segment > M_PI)
|
|
{
|
|
segment -= (float)(2 * M_PI);
|
|
}
|
|
if(fabsf(segment) < areas->GetAngleDiff() + area->GetAngleDiff())
|
|
{
|
|
collision = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for buildings being too close together
|
|
if(Distance(areas->GetPosition(), area->GetPosition()) < areas->GetRadius() + area->GetRadius())
|
|
{
|
|
collision = true;
|
|
}
|
|
|
|
if(collision)
|
|
{
|
|
// If no area type list was specified then all areas are fair game
|
|
if ( !areaTypes )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
for(i = 0; i < areaTypeCount; i++)
|
|
{
|
|
if(areas->GetType() == areaTypes[i])
|
|
{
|
|
return(true);
|
|
}
|
|
}
|
|
}
|
|
areas = GetNextArea();
|
|
}
|
|
return(false);
|
|
}
|
|
|
|
void CCMLandScape::rand_seed(int seed)
|
|
{
|
|
holdrand = seed;
|
|
Com_Printf("rand_seed = %d\n", holdrand);
|
|
}
|
|
|
|
float CCMLandScape::flrand(float min, float max)
|
|
{
|
|
float result;
|
|
|
|
assert((max - min) < 32768);
|
|
|
|
holdrand = (holdrand * 214013L) + 2531011L;
|
|
result = (float)(holdrand >> 17); // 0 - 32767 range
|
|
result = ((result * (max - min)) / 32768.0F) + min;
|
|
// Com_Printf("flrand: Seed = %d\n", holdrand);
|
|
|
|
return(result);
|
|
}
|
|
|
|
int CCMLandScape::irand(int min, int max)
|
|
{
|
|
int result;
|
|
|
|
assert((max - min) < 32768);
|
|
|
|
max++;
|
|
holdrand = (holdrand * 214013L) + 2531011L;
|
|
result = holdrand >> 17;
|
|
result = ((result * (max - min)) >> 15) + min;
|
|
// Com_Printf("irand: Seed = %d\n", holdrand);
|
|
|
|
return(result);
|
|
}
|
|
|
|
CCMLandScape::~CCMLandScape(void)
|
|
{
|
|
if(mHeightMap)
|
|
{
|
|
Z_Free(mHeightMap);
|
|
mHeightMap = NULL;
|
|
}
|
|
if(mFlattenMap)
|
|
{
|
|
Z_Free(mFlattenMap);
|
|
mFlattenMap = NULL;
|
|
}
|
|
if(mPatchBrushData)
|
|
{
|
|
Z_Free(mPatchBrushData);
|
|
mPatchBrushData = NULL;
|
|
}
|
|
if(mPatches)
|
|
{
|
|
Z_Free(mPatches);
|
|
mPatches = NULL;
|
|
}
|
|
if (mRandomTerrain)
|
|
{
|
|
delete mRandomTerrain;
|
|
}
|
|
|
|
for(mAreasIt=mAreas.begin(); mAreasIt != mAreas.end(); mAreasIt++)
|
|
{
|
|
delete (*mAreasIt);
|
|
}
|
|
|
|
mAreas.clear();
|
|
}
|
|
|
|
class CCMLandScape *CM_InitTerrain(const char *configstring, thandle_t terrainId, bool server)
|
|
{
|
|
CCMLandScape *ls;
|
|
|
|
ls = new CCMLandScape(configstring, server);
|
|
ls->SetTerrainId(terrainId);
|
|
|
|
return(ls);
|
|
}
|
|
|
|
void CM_TerrainPatchIterate(const class CCMLandScape *landscape, void (*IterateFunc)( CCMPatch *, void * ), void *userdata)
|
|
{
|
|
landscape->TerrainPatchIterate(IterateFunc, userdata);
|
|
}
|
|
|
|
float CM_GetWorldHeight(const CCMLandScape *landscape, vec3_t origin, const vec3pair_t bounds, bool aboveGround)
|
|
{
|
|
return landscape->GetWorldHeight(origin, bounds, aboveGround);
|
|
}
|
|
|
|
void CM_FlattenArea(CCMLandScape *landscape, CArea *area, int height, bool save, bool forceHeight, bool smooth )
|
|
{
|
|
landscape->FlattenArea(area, height, save, forceHeight, smooth );
|
|
}
|
|
|
|
void CM_CarveBezierCurve(CCMLandScape *landscape, int numCtls, vec3_t* ctls, int steps, int depth, int size )
|
|
{
|
|
landscape->CarveBezierCurve(numCtls, ctls, steps, depth, size );
|
|
}
|
|
|
|
void CM_SaveArea(CCMLandScape *landscape, CArea *area)
|
|
{
|
|
landscape->SaveArea(area);
|
|
}
|
|
|
|
float CM_FractionBelowLevel(CCMLandScape *landscape, CArea *area, int height)
|
|
{
|
|
return(landscape->FractionBelowLevel(area, height));
|
|
}
|
|
|
|
bool CM_AreaCollision(class CCMLandScape *landscape, class CArea *area, int *areaTypes, int areaTypeCount)
|
|
{
|
|
return(landscape->AreaCollision(area, areaTypes, areaTypeCount));
|
|
}
|
|
|
|
CArea *CM_GetFirstArea(CCMLandScape *landscape)
|
|
{
|
|
return(landscape->GetFirstArea());
|
|
}
|
|
|
|
CArea *CM_GetFirstObjectiveArea(CCMLandScape *landscape)
|
|
{
|
|
return(landscape->GetFirstObjectiveArea());
|
|
}
|
|
|
|
CArea *CM_GetPlayerArea(CCMLandScape *landscape)
|
|
{
|
|
return(landscape->GetPlayerArea());
|
|
}
|
|
|
|
CArea *CM_GetNextArea(CCMLandScape *landscape)
|
|
{
|
|
return(landscape->GetNextArea());
|
|
}
|
|
|
|
CArea *CM_GetNextObjectiveArea(CCMLandScape *landscape)
|
|
{
|
|
return(landscape->GetNextObjectiveArea());
|
|
}
|
|
|
|
CRandomTerrain *CreateRandomTerrain(const char *config, CCMLandScape *landscape, byte *heightmap, int width, int height)
|
|
{
|
|
CRandomTerrain *RandomTerrain = 0;
|
|
|
|
#ifndef PRE_RELEASE_DEMO
|
|
char *ptr;
|
|
unsigned long seed;
|
|
|
|
seed = strtoul(Info_ValueForKey(config, "seed"), &ptr, 10);
|
|
|
|
landscape->rand_seed(seed);
|
|
|
|
RandomTerrain = new CRandomTerrain;
|
|
RandomTerrain->Init(landscape, heightmap, width, height);
|
|
#endif // #ifndef PRE_RELEASE_DEMO
|
|
|
|
/*
|
|
RandomTerrain->CreatePath(0, -1, 0, 9, 0.1, 0.5, 0.5, 0.5, 0.05, 0.08, 0.31, 0.1, 3);
|
|
RandomTerrain->CreatePath(1, 0, 0, 6, 0.5, 0.5, 0.9, 0.1, 0.08, 0.1, 0.31, 0.1, 0.9);
|
|
RandomTerrain->CreatePath(2, 0, 0, 6, 0.5, 0.5, 0.9, 0.9, 0.08, 0.1, 0.31, 0.1, 0.9);
|
|
|
|
RandomTerrain->Generate();
|
|
*/
|
|
|
|
return RandomTerrain;
|
|
}
|
|
|
|
|
|
// end
|
|
|
|
#ifdef _WIN32
|
|
#pragma optimize("p", off)
|
|
#endif
|