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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 02:49:19 +02:00

Editor terrain: texture browser, undo, conversion from terrain files

- Terrain work mode shows a browser of the textures folder in place of the
  node bank; textures/materials can be dragged onto the palette entries
  (replacing the material), the material field and the water material field
- Ctrl+Z/Ctrl+Y for heightmap terrain changes: a brush stroke or an
  operation is one step of the editor history
- Ground conversion reads only the files of the terrain directives
  (.txtf with origin/rotate, or .btf without text), paints the chunks with
  the materials of the triangles, drops only the shapes of those files
- Fix: ground grids converted out-of-range floats to int, so whole-scene
  queries returned the triangles of a single cell (shifted chunks)
- Fix: terrain layers copied from textures already uploaded without their
  data stayed grey
- Fix: ImGui ID conflict between terrain tool radios and section headers
- Fix: layers of terrain .txtf files named with the scenery/ prefix and
  could not be saved
- Editor selftest commands for the terrain
This commit is contained in:
2026-10-09 23:39:26 +02:00
parent 5716bc1669
commit 8cd0bab27b
21 changed files with 1211 additions and 145 deletions

View File

@@ -72,6 +72,10 @@ http://mozilla.org/MPL/2.0/.
// spread <track> <stop 0..2> <reach> logs the paths the spread from the track takes
// newscenery the editor starts again with the wizard of a new scenery
// vehicles logs each vehicle: its head, facing, and what its couplers hold
// terrainmode the terrain field of work, with its texture browser
// terrainsculpt <x> <z> <radius> <metres>, terrainpaint <x> <z> <radius> <palette entry> as a stroke of the brush
// terrainprobe <x> <z> logs the height of the heightmap terrain and the materials of the chunk
// terrainconvert converts every material of the terrain files of the scenery
// screenshot
// save
// log <text>
@@ -1134,6 +1138,53 @@ void editor_mode::selftest_step()
}
}
}
else if (command == "terrainmode")
{
m_terrain_open = true;
WriteLog("SELFTEST terrainmode");
}
else if (command == "terrainsculpt" || command == "terrainpaint")
{
double x{0.0}, z{0.0}, radius{10.0}, value{1.0};
words >> x >> z >> radius >> value;
auto const changed{command == "terrainsculpt" ? m_streamer.sculpt(x, z, radius, value) : m_streamer.paint(x, z, radius, 1.0, static_cast<std::uint16_t>(value))};
forget_ground();
WriteLog(format("SELFTEST %s %.1f %.1f: %s", command.c_str(), x, z, changed ? "changed" : "nothing changed"));
}
else if (command == "terrainprobe")
{
double x{0.0}, z{0.0}, height{0.0};
words >> x >> z;
auto const *chunk{m_streamer.terrain_at(x, z)};
std::string materials;
if (chunk != nullptr)
for (std::size_t slot = 0; slot < std::max<std::size_t>(1, chunk->data().layer_count()); ++slot)
{
auto const layer{chunk->data().layers[slot]};
auto const &palette{m_streamer.manifest().layers};
materials += (layer < palette.size() ? palette[layer].material : std::string{"?"}) + " ";
}
auto const found{m_streamer.height_at(x, z, height)};
WriteLog(format("SELFTEST terrainprobe %.1f %.1f: %s %.3f, %zu chunks, materials %s", x, z, found ? "height" : "no terrain", height, m_streamer.resident(), materials.c_str()));
}
else if (command == "terrainconvert")
{
load_ground_files();
for (auto const &source : m_ground_conversion.files)
{
glm::dvec3 low{1e30}, high{-1e30};
for (auto index = source.first; index < source.first + source.count; ++index)
for (auto const &vertex : m_ground_conversion.triangles[index])
{
low = glm::min(low, vertex);
high = glm::max(high, vertex);
}
WriteLog("SELFTEST terrain file " + source.file + (source.text ? " (text): " : " (binary): ") + source.message +
format(", from %.1f %.1f %.1f to %.1f %.1f %.1f", low.x, low.y, low.z, high.x, high.y, high.z));
}
m_ground_conversion.status = convert_ground();
WriteLog("SELFTEST terrainconvert: " + m_ground_conversion.status);
}
else if (command == "quit")
{
if (false == test.quitting)