paysages3d/lib_paysages/terraincanvas.c

113 lines
3.8 KiB
C

#include "terraincanvas.h"
#include <stdlib.h>
#include <string.h>
TerrainCanvas* terrainCanvasCreate()
{
TerrainCanvas* result = malloc(sizeof(TerrainCanvas));
result->area.bounded = 1;
result->area.location_x = 0.0;
result->area.location_z = 0.0;
result->area.size_x = 1.0;
result->area.size_z = 1.0;
result->offset_z = 0.0;
result->height_map = heightmapCreate();
heightmapChangeResolution(&result->height_map, 256, 256);
result->height_factor = 1.0;
result->detail_noise = noiseCreateGenerator();
result->detail_height_factor = 0.1;
result->detail_scaling = 1.0;
result->mask_mode = TERRAINCANVAS_MASKMODE_SQUARE;
result->mask_smoothing = 0.0;
return result;
}
void terrainCanvasDelete(TerrainCanvas* canvas)
{
heightmapDelete(&canvas->height_map);
noiseDeleteGenerator(canvas->detail_noise);
free(canvas);
}
void terrainCanvasCopy(TerrainCanvas* source, TerrainCanvas* destination)
{
destination->area = source->area;
destination->offset_z = source->offset_z;
destination->height_factor = source->height_factor;
heightmapCopy(&source->height_map, &destination->height_map);
noiseCopy(source->detail_noise, destination->detail_noise);
destination->detail_height_factor = source->detail_height_factor;
destination->detail_scaling = source->detail_scaling;
destination->mask_mode = source->mask_mode;
destination->mask_smoothing = source->mask_smoothing;
}
void terrainCanvasValidate(TerrainCanvas* canvas)
{
if (canvas->detail_scaling < 0.00001)
{
canvas->detail_scaling = 0.00001;
}
heightmapValidate(&canvas->height_map);
noiseValidate(canvas->detail_noise);
}
LayerType terrainCanvasGetLayerType()
{
LayerType result;
result.callback_create = (LayerCallbackCreate)terrainCanvasCreate;
result.callback_delete = (LayerCallbackDelete)terrainCanvasDelete;
result.callback_copy = (LayerCallbackCopy)terrainCanvasCopy;
result.callback_validate = (LayerCallbackValidate)terrainCanvasValidate;
result.callback_save = (LayerCallbackSave)terrainCanvasSave;
result.callback_load = (LayerCallbackLoad)terrainCanvasLoad;
return result;
}
void terrainCanvasSave(PackStream* stream, TerrainCanvas* canvas)
{
packWriteInt(stream, &canvas->area.bounded);
packWriteDouble(stream, &canvas->area.location_x);
packWriteDouble(stream, &canvas->area.location_z);
packWriteDouble(stream, &canvas->area.size_x);
packWriteDouble(stream, &canvas->area.size_z);
packWriteDouble(stream, &canvas->offset_z);
heightmapSave(stream, &canvas->height_map);
packWriteDouble(stream, &canvas->height_factor);
noiseSaveGenerator(stream, canvas->detail_noise);
packWriteDouble(stream, &canvas->detail_height_factor);
packWriteDouble(stream, &canvas->detail_scaling);
packWriteInt(stream, &canvas->mask_mode);
packWriteDouble(stream, &canvas->mask_smoothing);
}
void terrainCanvasLoad(PackStream* stream, TerrainCanvas* canvas)
{
packReadInt(stream, &canvas->area.bounded);
packReadDouble(stream, &canvas->area.location_x);
packReadDouble(stream, &canvas->area.location_z);
packReadDouble(stream, &canvas->area.size_x);
packReadDouble(stream, &canvas->area.size_z);
packReadDouble(stream, &canvas->offset_z);
heightmapLoad(stream, &canvas->height_map);
packReadDouble(stream, &canvas->height_factor);
noiseLoadGenerator(stream, canvas->detail_noise);
packReadDouble(stream, &canvas->detail_height_factor);
packReadDouble(stream, &canvas->detail_scaling);
packReadInt(stream, &canvas->mask_mode);
packReadDouble(stream, &canvas->mask_smoothing);
}
void terrainCanvasRevertToTerrain(TerrainCanvas* canvas, TerrainDefinition* terrain, int only_masked)
{
}
Vector3 terrainCanvasApply(TerrainCanvas* canvas, Vector3 position)
{
}