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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
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@@ -9,8 +9,12 @@ http://mozilla.org/MPL/2.0/.
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#pragma once
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#include <array>
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#include <cstdint>
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#include <functional>
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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namespace scene
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{
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@@ -22,10 +26,20 @@ struct terrain_block;
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// binary terrain file (.btf): static geometry of a text terrain file (.txtf), arranged by the sections
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// of the scene so each can be loaded on its own, when it comes into use.
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// the binary file records length and checksum of the text it was made from, and is made anew when these don't match
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// terrain file named by a terrain directive of the scenery, with the placement it was loaded with
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struct terrain_reference
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{
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std::string file; // name relative to the scenery folder, without extension
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glm::dvec3 offset{0.0};
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glm::vec3 rotation{0.f};
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};
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class terrain_file
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{
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public:
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// types
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// receives a triangle of a terrain file: name of its material, the vertices in the world
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using triangle_visitor = std::function<void(std::string const &Material, std::array<glm::dvec3, 3> const &Triangle)>;
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// what a scenery is left with for a terrain file it refers to
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enum class state
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{
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@@ -47,6 +61,13 @@ class terrain_file
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// loads specified piece of a binary terrain file into provided section
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static void load(basic_section &Section, terrain_block const &Block);
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static std::string extra(std::string const &Binaryfile);
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// terrain files used by the scenery being loaded or shown, in the order the directives named them
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static std::vector<terrain_reference> &references();
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// number (counted from 1) of the reference whose text or binary file is the specified file, 0 if there's none
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static std::uint16_t reference_of(std::string const &File);
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// goes through the triangles of the terrain file of specified reference, read from the text file if it's there,
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// otherwise from the binary one. returns: true on success, Message describing what was read or the failure
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static bool read_triangles(terrain_reference const &Reference, triangle_visitor const &Visit, std::string *Message = nullptr, bool *Text = nullptr);
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private:
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// converts provided content of a text terrain file to binary format and stores it in specified file. returns: true on success, false otherwise
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