Michaël Lemaire
818b8b7b86
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@392 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
120 lines
4.3 KiB
C
120 lines
4.3 KiB
C
#include "terraincanvas.h"
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#include <stdlib.h>
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#include <string.h>
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TerrainCanvas* terrainCanvasCreate()
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{
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TerrainCanvas* result = malloc(sizeof(TerrainCanvas));
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result->area.bounded = 1;
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result->area.location_x = -40.0;
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result->area.location_z = -40.0;
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result->area.size_x = 80.0;
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result->area.size_z = 80.0;
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result->offset_z = 0.0;
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result->height_map = heightmapCreate();
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heightmapChangeResolution(&result->height_map, 256, 256);
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result->height_factor = 1.0;
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result->detail_noise = noiseCreateGenerator();
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result->detail_height_factor = 0.1;
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result->detail_scaling = 1.0;
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result->mask_mode = TERRAINCANVAS_MASKMODE_SQUARE;
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result->mask_smoothing = 0.0;
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return result;
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}
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void terrainCanvasDelete(TerrainCanvas* canvas)
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{
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heightmapDelete(&canvas->height_map);
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noiseDeleteGenerator(canvas->detail_noise);
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free(canvas);
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}
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void terrainCanvasCopy(TerrainCanvas* source, TerrainCanvas* destination)
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{
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destination->area = source->area;
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destination->offset_z = source->offset_z;
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destination->height_factor = source->height_factor;
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heightmapCopy(&source->height_map, &destination->height_map);
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noiseCopy(source->detail_noise, destination->detail_noise);
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destination->detail_height_factor = source->detail_height_factor;
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destination->detail_scaling = source->detail_scaling;
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destination->mask_mode = source->mask_mode;
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destination->mask_smoothing = source->mask_smoothing;
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}
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void terrainCanvasValidate(TerrainCanvas* canvas)
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{
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if (canvas->detail_scaling < 0.00001)
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{
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canvas->detail_scaling = 0.00001;
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}
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heightmapValidate(&canvas->height_map);
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noiseValidate(canvas->detail_noise);
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}
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LayerType terrainCanvasGetLayerType()
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{
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LayerType result;
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result.callback_create = (LayerCallbackCreate)terrainCanvasCreate;
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result.callback_delete = (LayerCallbackDelete)terrainCanvasDelete;
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result.callback_copy = (LayerCallbackCopy)terrainCanvasCopy;
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result.callback_validate = (LayerCallbackValidate)terrainCanvasValidate;
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result.callback_save = (LayerCallbackSave)terrainCanvasSave;
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result.callback_load = (LayerCallbackLoad)terrainCanvasLoad;
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return result;
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}
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void terrainCanvasSave(PackStream* stream, TerrainCanvas* canvas)
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{
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packWriteInt(stream, &canvas->area.bounded);
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packWriteDouble(stream, &canvas->area.location_x);
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packWriteDouble(stream, &canvas->area.location_z);
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packWriteDouble(stream, &canvas->area.size_x);
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packWriteDouble(stream, &canvas->area.size_z);
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packWriteDouble(stream, &canvas->offset_z);
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heightmapSave(stream, &canvas->height_map);
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packWriteDouble(stream, &canvas->height_factor);
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noiseSaveGenerator(stream, canvas->detail_noise);
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packWriteDouble(stream, &canvas->detail_height_factor);
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packWriteDouble(stream, &canvas->detail_scaling);
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packWriteInt(stream, &canvas->mask_mode);
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packWriteDouble(stream, &canvas->mask_smoothing);
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}
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void terrainCanvasLoad(PackStream* stream, TerrainCanvas* canvas)
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{
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packReadInt(stream, &canvas->area.bounded);
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packReadDouble(stream, &canvas->area.location_x);
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packReadDouble(stream, &canvas->area.location_z);
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packReadDouble(stream, &canvas->area.size_x);
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packReadDouble(stream, &canvas->area.size_z);
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packReadDouble(stream, &canvas->offset_z);
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heightmapLoad(stream, &canvas->height_map);
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packReadDouble(stream, &canvas->height_factor);
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noiseLoadGenerator(stream, canvas->detail_noise);
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packReadDouble(stream, &canvas->detail_height_factor);
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packReadDouble(stream, &canvas->detail_scaling);
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packReadInt(stream, &canvas->mask_mode);
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packReadDouble(stream, &canvas->mask_smoothing);
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}
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void terrainCanvasRevertToTerrain(TerrainCanvas* canvas, TerrainDefinition* terrain, int only_masked)
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{
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}
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Vector3 terrainCanvasApply(TerrainCanvas* canvas, Vector3 location)
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{
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if (location.x >= canvas->area.location_x &&
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location.z >= canvas->area.location_z &&
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location.x <= canvas->area.location_x + canvas->area.size_x &&
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location.z <= canvas->area.location_z + canvas->area.size_z)
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{
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location.y = heightmapGetValue(&canvas->height_map, (location.x - canvas->area.location_x) / canvas->area.size_x, (location.z - canvas->area.location_z) / canvas->area.size_z);
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}
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return location;
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}
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