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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 00:29:19 +02:00
Files
maszyna/scene/sceneterrain.h
Hirek193 8cd0bab27b 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
2026-10-09 23:39:26 +02:00

80 lines
3.6 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <array>
#include <cstdint>
#include <functional>
#include <string>
#include <vector>
#include <glm/glm.hpp>
namespace scene
{
class basic_region;
class basic_section;
struct terrain_block;
// binary terrain file (.btf): static geometry of a text terrain file (.txtf), arranged by the sections
// of the scene so each can be loaded on its own, when it comes into use.
// the binary file records length and checksum of the text it was made from, and is made anew when these don't match
// terrain file named by a terrain directive of the scenery, with the placement it was loaded with
struct terrain_reference
{
std::string file; // name relative to the scenery folder, without extension
glm::dvec3 offset{0.0};
glm::vec3 rotation{0.f};
};
class terrain_file
{
public:
// types
// receives a triangle of a terrain file: name of its material, the vertices in the world
using triangle_visitor = std::function<void(std::string const &Material, std::array<glm::dvec3, 3> const &Triangle)>;
// what a scenery is left with for a terrain file it refers to
enum class state
{
binary, // binary file is in place and up to date
text, // binary file can't be had, the text file has to be loaded the way any other scenery file is
missing // there's nothing to load
};
// methods
// calculates checksum (crc-32) of provided data
static std::uint32_t checksum(char const *Data, std::size_t Size);
// converts specified text terrain file to binary format. returns: true on success, false otherwise.
// description of the result or of the failure is stored in Message, if provided
static bool convert(std::string const &Textfile, std::string const &Binaryfile, std::string *Message = nullptr);
// makes sure binary version of specified text terrain file is in place and matches the text, as far as the settings ask for it
static state prepare(std::string const &Textfile, std::string const &Binaryfile);
// makes content of specified binary terrain file a part of provided region. the geometry is loaded right away,
// or left for the sections of the region to load when they're about to be used. returns: true on success, false otherwise
static bool attach(std::string const &Binaryfile, basic_region &Region, bool Deferred);
// loads specified piece of a binary terrain file into provided section
static void load(basic_section &Section, terrain_block const &Block);
static std::string extra(std::string const &Binaryfile);
// terrain files used by the scenery being loaded or shown, in the order the directives named them
static std::vector<terrain_reference> &references();
// number (counted from 1) of the reference whose text or binary file is the specified file, 0 if there's none
static std::uint16_t reference_of(std::string const &File);
// goes through the triangles of the terrain file of specified reference, read from the text file if it's there,
// otherwise from the binary one. returns: true on success, Message describing what was read or the failure
static bool read_triangles(terrain_reference const &Reference, triangle_visitor const &Visit, std::string *Message = nullptr, bool *Text = nullptr);
private:
// converts provided content of a text terrain file to binary format and stores it in specified file. returns: true on success, false otherwise
static bool write(std::string const &Text, std::string const &Binaryfile, std::string &Message);
};
} // namespace scene
//---------------------------------------------------------------------------