mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 20:53:50 +00:00
Fix and simplify brush outlines and coordinate calculations
This commit is contained in:
parent
8f625474fd
commit
da0add904b
5 changed files with 192 additions and 97 deletions
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@ -91,9 +91,14 @@ std::pair<int, int> CSMWorld::CellCoordinates::toVertexCoords(const osg::Vec3d&
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return std::make_pair(x, y);
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}
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float CSMWorld::CellCoordinates::textureGlobalToWorldCoords(int textureGlobal)
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float CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(int textureGlobal)
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{
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return ESM::Land::REAL_SIZE * static_cast<float>(textureGlobal) / ESM::Land::LAND_TEXTURE_SIZE;
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return ESM::Land::REAL_SIZE * (static_cast<float>(textureGlobal) + 0.25f) / ESM::Land::LAND_TEXTURE_SIZE;
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}
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float CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(int textureGlobal)
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{
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return ESM::Land::REAL_SIZE * (static_cast<float>(textureGlobal) - 0.25f) / ESM::Land::LAND_TEXTURE_SIZE;
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}
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float CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(int vertexGlobal)
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@ -54,8 +54,11 @@ namespace CSMWorld
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///Converts worldspace coordinates to global vertex selection.
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static std::pair<int, int> toVertexCoords(const osg::Vec3d& worldPos);
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///Converts global texture coordinate to worldspace coordinate that is at the upper left corner of the selected texture.
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static float textureGlobalToWorldCoords(int textureGlobal);
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///Converts global texture coordinate X to worldspace coordinate, offset by 0.25f.
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static float textureGlobalXToWorldCoords(int textureGlobal);
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///Converts global texture coordinate Y to worldspace coordinate, offset by 0.25f.
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static float textureGlobalYToWorldCoords(int textureGlobal);
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///Converts global vertex coordinate to worldspace coordinate
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static float vertexGlobalToWorldCoords(int vertexGlobal);
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@ -5,25 +5,23 @@
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#include <osg/Group>
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#include <osg/Geometry>
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#include <osg/Array>
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#include <osg/BlendFunc>
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#include <osg/CullFace>
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#include <osg/Material>
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#include <osgUtil/LineSegmentIntersector>
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#include "../../model/world/cellcoordinates.hpp"
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#include "../widget/brushshapes.hpp"
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#include "mask.hpp"
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CSVRender::BrushDraw::BrushDraw(osg::ref_ptr<osg::Group> parentNode, bool textureMode) :
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mParentNode(parentNode)
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mParentNode(parentNode), mTextureMode(textureMode)
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{
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mBrushDrawNode = new osg::Group();
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mGeometry = new osg::Geometry();
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mBrushDrawNode->addChild(mGeometry);
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mParentNode->addChild(mBrushDrawNode);
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if (textureMode) mLandSizeFactor = ESM::Land::REAL_SIZE / ESM::Land::LAND_TEXTURE_SIZE / 2;
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else mLandSizeFactor = ESM::Land::REAL_SIZE / ESM::Land::LAND_SIZE / 2;
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if (mTextureMode) mLandSizeFactor = ESM::Land::REAL_SIZE / ESM::Land::LAND_TEXTURE_SIZE;
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else mLandSizeFactor = ESM::Land::REAL_SIZE / ESM::Land::LAND_SIZE;
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}
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CSVRender::BrushDraw::~BrushDraw()
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@ -37,7 +35,7 @@ float CSVRender::BrushDraw::getIntersectionHeight (const osg::Vec3d& point)
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osg::Vec3d start = point;
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osg::Vec3d end = point;
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start.z() = std::numeric_limits<int>::max();
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end.z() = std::numeric_limits<int>::min();
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end.z() = std::numeric_limits<int>::lowest();
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osg::Vec3d direction = end - start;
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// Get intersection
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@ -66,9 +64,52 @@ float CSVRender::BrushDraw::getIntersectionHeight (const osg::Vec3d& point)
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return 0.0f;
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}
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void CSVRender::BrushDraw::buildPointGeometry(const float& radius, const osg::Vec3d& point)
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void CSVRender::BrushDraw::buildPointGeometry(const osg::Vec3d& point)
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{
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// Not implemented
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
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osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
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const float brushOutlineHeight (1.0f);
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const float crossHeadSize (8.0f);
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osg::Vec4f lineColor(1.0f, 1.0f, 1.0f, 0.6f);
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vertices->push_back(osg::Vec3d(
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point.x() - crossHeadSize,
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point.y() - crossHeadSize,
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getIntersectionHeight(osg::Vec3d(
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point.x() - crossHeadSize,
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point.y() - crossHeadSize,
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point.z()) ) + brushOutlineHeight));
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colors->push_back(lineColor);
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vertices->push_back(osg::Vec3d(
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point.x() + crossHeadSize,
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point.y() + crossHeadSize,
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getIntersectionHeight(osg::Vec3d(
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point.x() + crossHeadSize,
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point.y() + crossHeadSize,
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point.z()) ) + brushOutlineHeight));
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colors->push_back(lineColor);
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vertices->push_back(osg::Vec3d(
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point.x() + crossHeadSize,
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point.y() - crossHeadSize,
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getIntersectionHeight(osg::Vec3d(
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point.x() + crossHeadSize,
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point.y() - crossHeadSize,
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point.z()) ) + brushOutlineHeight));
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colors->push_back(lineColor);
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vertices->push_back(osg::Vec3d(
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point.x() - crossHeadSize,
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point.y() + crossHeadSize,
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getIntersectionHeight(osg::Vec3d(
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point.x() - crossHeadSize,
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point.y() + crossHeadSize,
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point.z()) ) + brushOutlineHeight));
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colors->push_back(lineColor);
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geom->setVertexArray(vertices);
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geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, 4));
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mGeometry = geom;
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}
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void CSVRender::BrushDraw::buildSquareGeometry(const float& radius, const osg::Vec3d& point)
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@ -76,46 +117,95 @@ void CSVRender::BrushDraw::buildSquareGeometry(const float& radius, const osg::V
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry();
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osg::ref_ptr<osg::Vec3Array> vertices (new osg::Vec3Array());
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
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std::vector<osg::Vec3d> corners;
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const float brushOutLineHeight (200.0f);
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corners.push_back(osg::Vec3d(point.x() - radius, point.y() - radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() + radius, point.y() - radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() + radius, point.y() + radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() - radius, point.y() + radius, point.z()));
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corners.push_back(osg::Vec3d(point.x() - radius, point.y() - radius, point.z()));
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const float brushOutlineHeight (1.0f);
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float diameter = radius * 2;
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int resolution = (diameter / mLandSizeFactor) * 2; //half a vertex resolution
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float resAdjustedLandSizeFactor = mLandSizeFactor / 2;
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osg::Vec4f lineColor(1.0f, 1.0f, 1.0f, 0.6f);
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for (const auto& point : corners)
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for (int i = 0; i < resolution; i++)
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{
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vertices->push_back(osg::Vec3d(
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point.x(),
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point.y(),
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int step = i * resAdjustedLandSizeFactor;
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int step2 = (i + 1) * resAdjustedLandSizeFactor;
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osg::Vec3d upHorizontalLinePoint1(
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point.x() - radius + step,
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point.y() - radius,
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getIntersectionHeight(osg::Vec3d(
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point.x(),
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point.y(),
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point.z()) )));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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vertices->push_back(osg::Vec3d(
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point.x(),
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point.y(),
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point.x() - radius + step,
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point.y() - radius,
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point.z())) + brushOutlineHeight);
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osg::Vec3d upHorizontalLinePoint2(
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point.x() - radius + step2,
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point.y() - radius,
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getIntersectionHeight(osg::Vec3d(
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point.x(),
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point.y(),
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point.z())) + brushOutLineHeight));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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point.x() - radius + step2,
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point.y() - radius,
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point.z())) + brushOutlineHeight);
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osg::Vec3d upVerticalLinePoint1(
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point.x() - radius,
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point.y() - radius + step,
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getIntersectionHeight(osg::Vec3d(
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point.x() - radius,
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point.y() - radius + step,
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point.z())) + brushOutlineHeight);
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osg::Vec3d upVerticalLinePoint2(
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point.x() - radius,
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point.y() - radius + step2,
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getIntersectionHeight(osg::Vec3d(
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point.x() - radius,
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point.y() - radius + step2,
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point.z())) + brushOutlineHeight);
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osg::Vec3d downHorizontalLinePoint1(
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point.x() + radius - step,
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point.y() + radius,
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius - step,
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point.y() + radius,
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point.z())) + brushOutlineHeight);
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osg::Vec3d downHorizontalLinePoint2(
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point.x() + radius - step2,
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point.y() + radius,
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius - step2,
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point.y() + radius,
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point.z())) + brushOutlineHeight);
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osg::Vec3d downVerticalLinePoint1(
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point.x() + radius,
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point.y() + radius - step,
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius,
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point.y() + radius - step,
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point.z())) + brushOutlineHeight);
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osg::Vec3d downVerticalLinePoint2(
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point.x() + radius,
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point.y() + radius - step2,
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius,
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point.y() + radius - step2,
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point.z())) + brushOutlineHeight);
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vertices->push_back(upHorizontalLinePoint1);
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colors->push_back(lineColor);
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vertices->push_back(upHorizontalLinePoint2);
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colors->push_back(lineColor);
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vertices->push_back(upVerticalLinePoint1);
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colors->push_back(lineColor);
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vertices->push_back(upVerticalLinePoint2);
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colors->push_back(lineColor);
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vertices->push_back(downHorizontalLinePoint1);
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colors->push_back(lineColor);
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vertices->push_back(downHorizontalLinePoint2);
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colors->push_back(lineColor);
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vertices->push_back(downVerticalLinePoint1);
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colors->push_back(lineColor);
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vertices->push_back(downVerticalLinePoint2);
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colors->push_back(lineColor);
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}
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geom->setVertexArray(vertices);
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geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, (10 + 2) - 2));
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0, resolution * 8));
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mGeometry = geom;
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}
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@ -126,7 +216,8 @@ void CSVRender::BrushDraw::buildCircleGeometry(const float& radius, const osg::V
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osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array());
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const int amountOfPoints = (osg::PI * 2.0f) * radius / 20;
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const float step ((osg::PI * 2.0f) / static_cast<float>(amountOfPoints));
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const float brushOutLineHeight (200.0f);
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const float brushOutlineHeight (1.0f);
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osg::Vec4f lineColor(1.0f, 1.0f, 1.0f, 0.6f);
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for (int i = 0; i < amountOfPoints + 2; i++)
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{
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@ -137,12 +228,8 @@ void CSVRender::BrushDraw::buildCircleGeometry(const float& radius, const osg::V
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius * cosf(angle),
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point.y() + radius * sinf(angle),
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point.z()) )));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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point.z()) ) + brushOutlineHeight));
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colors->push_back(lineColor);
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angle = static_cast<float>(i + 1) * step;
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vertices->push_back(osg::Vec3d(
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point.x() + radius * cosf(angle),
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@ -150,17 +237,13 @@ void CSVRender::BrushDraw::buildCircleGeometry(const float& radius, const osg::V
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getIntersectionHeight(osg::Vec3d(
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point.x() + radius * cosf(angle),
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point.y() + radius * sinf(angle),
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point.z()) ) + brushOutLineHeight));
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colors->push_back(osg::Vec4f(
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50.0f,
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50.0f,
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50.0f,
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100.0f));
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point.z()) ) + brushOutlineHeight));
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colors->push_back(lineColor);
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}
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geom->setVertexArray(vertices);
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geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP, 0, (amountOfPoints + 2) * 2 - 2));
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP, 0, amountOfPoints * 2));
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mGeometry = geom;
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}
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@ -173,39 +256,45 @@ void CSVRender::BrushDraw::update(osg::Vec3d point, int brushSize, CSVWidget::Br
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{
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if (mBrushDrawNode->containsNode(mGeometry)) mBrushDrawNode->removeChild(mGeometry);
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mBrushDrawNode->setNodeMask (Mask_EditModeCursor);
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float radius = static_cast<float>(brushSize * mLandSizeFactor);
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float radius = (mLandSizeFactor * brushSize) / 2;
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osg::Vec3d snapToGridPoint = point;
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if (mTextureMode)
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{
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std::pair<int, int> snapToGridXY = CSMWorld::CellCoordinates::toTextureCoords(point);
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float offsetToMiddle = mLandSizeFactor * 0.5f;
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snapToGridPoint = osg::Vec3d(
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CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(snapToGridXY.first) + offsetToMiddle,
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CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(snapToGridXY.second) + offsetToMiddle,
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point.z());
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}
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else
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{
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std::pair<int, int> snapToGridXY = CSMWorld::CellCoordinates::toVertexCoords(point);
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snapToGridPoint = osg::Vec3d(
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CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(snapToGridXY.first),
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CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(snapToGridXY.second),
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point.z());
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}
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switch (toolShape)
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{
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case (CSVWidget::BrushShape_Point) :
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buildSquareGeometry(1, point);
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//buildPointGeometry(radius, point);
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buildPointGeometry(snapToGridPoint);
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break;
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case (CSVWidget::BrushShape_Square) :
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buildSquareGeometry(radius, point);
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buildSquareGeometry(radius, snapToGridPoint);
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break;
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case (CSVWidget::BrushShape_Circle) :
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buildCircleGeometry(radius, point);
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buildCircleGeometry(radius, snapToGridPoint);
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break;
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case (CSVWidget::BrushShape_Custom) :
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buildSquareGeometry(1, point);
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buildSquareGeometry(1, snapToGridPoint);
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//buildCustomGeometry
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break;
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}
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osg::BlendFunc* blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
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mGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
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mGeometry->getOrCreateStateSet()->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
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osg::ref_ptr<osg::Material> material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT);
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material->setAmbient (osg::Material::FRONT_AND_BACK, osg::Vec4(0.3, 0.3, 0.3, 1));
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material->setAlpha(osg::Material::FRONT_AND_BACK, 0.5);
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mGeometry->getOrCreateStateSet()->setAttributeAndModes(material.get(), osg::StateAttribute::ON);
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mGeometry->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
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mGeometry->getOrCreateStateSet()->setRenderingHint (osg::StateSet::TRANSPARENT_BIN);
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mGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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mBrushDrawNode->addChild(mGeometry);
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}
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@ -19,7 +19,7 @@ namespace CSVRender
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void hide();
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private:
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void buildPointGeometry(const float& radius, const osg::Vec3d& point);
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void buildPointGeometry(const osg::Vec3d& point);
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void buildSquareGeometry(const float& radius, const osg::Vec3d& point);
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void buildCircleGeometry(const float& radius, const osg::Vec3d& point);
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void buildCustomGeometry(const float& radius, const osg::Vec3d& point);
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@ -28,6 +28,7 @@ namespace CSVRender
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osg::ref_ptr<osg::Group> mParentNode;
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osg::ref_ptr<osg::Group> mBrushDrawNode;
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osg::ref_ptr<osg::Geometry> mGeometry;
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bool mTextureMode;
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float mLandSizeFactor;
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};
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}
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@ -171,9 +171,6 @@ void CSVRender::TerrainSelection::drawTextureSelection(const osg::ref_ptr<osg::V
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{
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if (!mSelection.empty())
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{
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// Nudge selection by 1/4th of a texture size, similar how blendmaps are nudged
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const float nudgePercentage = 0.25f;
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const int nudgeOffset = (ESM::Land::REAL_SIZE / ESM::Land::LAND_TEXTURE_SIZE) * nudgePercentage;
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const int landHeightsNudge = (ESM::Land::REAL_SIZE / ESM::Land::LAND_SIZE) / (ESM::Land::LAND_SIZE - 1); // Does this work with all land size configurations?
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const int textureSizeToLandSizeModifier = (ESM::Land::LAND_SIZE - 1) / ESM::Land::LAND_TEXTURE_SIZE;
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@ -196,10 +193,10 @@ void CSVRender::TerrainSelection::drawTextureSelection(const osg::ref_ptr<osg::V
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{
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for(int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
|
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{
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float drawPreviousX = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x) + (i - 1) * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
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float drawCurrentX = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
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vertices->push_back(osg::Vec3f(drawPreviousX + nudgeOffset, CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y + 1) - nudgeOffset, calculateLandHeight(x1+(i-1), y2)+2));
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vertices->push_back(osg::Vec3f(drawCurrentX + nudgeOffset, CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y + 1) - nudgeOffset, calculateLandHeight(x1+i, y2)+2));
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float drawPreviousX = CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x) + (i - 1) * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
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float drawCurrentX = CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
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vertices->push_back(osg::Vec3f(drawPreviousX, CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y + 1), calculateLandHeight(x1+(i-1), y2)+2));
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vertices->push_back(osg::Vec3f(drawCurrentX, CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y + 1), calculateLandHeight(x1+i, y2)+2));
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}
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}
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||||
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||||
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@ -208,10 +205,10 @@ void CSVRender::TerrainSelection::drawTextureSelection(const osg::ref_ptr<osg::V
|
|||
{
|
||||
for(int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
|
||||
{
|
||||
float drawPreviousX = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x) + (i - 1) *(ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
float drawCurrentX = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
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vertices->push_back(osg::Vec3f(drawPreviousX + nudgeOffset, CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y) - nudgeOffset, calculateLandHeight(x1+(i-1), y1)+2));
|
||||
vertices->push_back(osg::Vec3f(drawCurrentX + nudgeOffset, CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y) - nudgeOffset, calculateLandHeight(x1+i, y1)+2));
|
||||
float drawPreviousX = CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x) + (i - 1) *(ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
float drawCurrentX = CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
vertices->push_back(osg::Vec3f(drawPreviousX, CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y), calculateLandHeight(x1+(i-1), y1)+2));
|
||||
vertices->push_back(osg::Vec3f(drawCurrentX, CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y), calculateLandHeight(x1+i, y1)+2));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -220,10 +217,10 @@ void CSVRender::TerrainSelection::drawTextureSelection(const osg::ref_ptr<osg::V
|
|||
{
|
||||
for(int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
|
||||
{
|
||||
float drawPreviousY = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y) + (i - 1) * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
float drawCurrentY = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x + 1) + nudgeOffset, drawPreviousY - nudgeOffset, calculateLandHeight(x2, y1+(i-1))+2));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x + 1) + nudgeOffset, drawCurrentY - nudgeOffset, calculateLandHeight(x2, y1+i)+2));
|
||||
float drawPreviousY = CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y) + (i - 1) * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
float drawCurrentY = CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x + 1), drawPreviousY, calculateLandHeight(x2, y1+(i-1))+2));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x + 1), drawCurrentY, calculateLandHeight(x2, y1+i)+2));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -232,10 +229,10 @@ void CSVRender::TerrainSelection::drawTextureSelection(const osg::ref_ptr<osg::V
|
|||
{
|
||||
for(int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
|
||||
{
|
||||
float drawPreviousY = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y) + (i - 1) * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
float drawCurrentY = CSMWorld::CellCoordinates::textureGlobalToWorldCoords(y) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x) + nudgeOffset, drawPreviousY - nudgeOffset, calculateLandHeight(x1, y1+(i-1))+2));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalToWorldCoords(x) + nudgeOffset, drawCurrentY - nudgeOffset, calculateLandHeight(x1, y1+i)+2));
|
||||
float drawPreviousY = CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y) + (i - 1) * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
float drawCurrentY = CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y) + i * (ESM::Land::REAL_SIZE / (ESM::Land::LAND_SIZE - 1));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x), drawPreviousY, calculateLandHeight(x1, y1+(i-1))+2));
|
||||
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x), drawCurrentY, calculateLandHeight(x1, y1+i)+2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue