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fix rebase error
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0e68e36aa7
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1 changed files with 0 additions and 124 deletions
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@ -151,130 +151,6 @@ namespace MWLua
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};
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}
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api["getHeightAt"] = [](const osg::Vec3f& pos, sol::object cellOrName) {
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ESM::RefId worldspace;
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if (cellOrName.is<GCell>())
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worldspace = cellOrName.as<GCell>().mStore->getCell()->getWorldSpace();
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else if (cellOrName.is<std::string_view>() && !cellOrName.as<std::string_view>().empty())
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worldspace = MWBase::Environment::get()
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.getWorldModel()
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->getCell(cellOrName.as<std::string_view>())
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.getCell()
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->getWorldSpace();
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else
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worldspace = ESM::Cell::sDefaultWorldspaceId;
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const float cellSize = ESM::getCellSize(worldspace);
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int cellX = static_cast<int>(std::floor(pos.x() / cellSize));
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int cellY = static_cast<int>(std::floor(pos.y() / cellSize));
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auto store = MWBase::Environment::get().getESMStore();
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auto landStore = store->get<ESM::Land>();
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auto land = landStore.search(cellX, cellY);
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const ESM::Land::LandData* landData = nullptr;
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if (land != nullptr)
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{
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landData = land->getLandData(ESM::Land::DATA_VHGT);
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if (landData != nullptr)
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{
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// Ensure data is loaded if necessary
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land->loadData(ESM::Land::DATA_VHGT);
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landData = land->getLandData(ESM::Land::DATA_VHGT);
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}
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}
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if (landData == nullptr)
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{
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// If we failed to load data, return the default height
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return static_cast<float>(ESM::Land::DEFAULT_HEIGHT);
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}
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return ESMTerrain::Storage::getHeightAt(landData->mHeights, landData->sLandSize, pos, cellSize);
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};
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api["getLandTextureAt"] = [lua = context.mLua](const osg::Vec3f& pos, sol::object cellOrName) {
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sol::variadic_results values;
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ESM::RefId worldspace;
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if (cellOrName.is<GCell>())
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worldspace = cellOrName.as<GCell>().mStore->getCell()->getWorldSpace();
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else if (cellOrName.is<std::string_view>() && !cellOrName.as<std::string_view>().empty())
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worldspace = MWBase::Environment::get()
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.getWorldModel()
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->getCell(cellOrName.as<std::string_view>())
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.getCell()
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->getWorldSpace();
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else
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worldspace = ESM::Cell::sDefaultWorldspaceId;
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const float cellSize = ESM::getCellSize(worldspace);
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int cellX = static_cast<int>(std::floor(pos.x() / cellSize));
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int cellY = static_cast<int>(std::floor(pos.y() / cellSize));
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auto store = MWBase::Environment::get().getESMStore();
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// We need to read land twice. Once to get the amount of texture samples per cell edge, and the second time
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// to get the actual data
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auto landStore = store->get<ESM::Land>();
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auto land = landStore.search(cellX, cellY);
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const ESM::Land::LandData* landData = nullptr;
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if (land != nullptr)
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{
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landData = land->getLandData(ESM::Land::DATA_VTEX);
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if (landData != nullptr)
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{
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// Ensure data is loaded if necessary
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land->loadData(ESM::Land::DATA_VTEX);
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landData = land->getLandData(ESM::Land::DATA_VTEX);
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}
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}
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if (landData == nullptr)
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{
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// If we fail to preload land data, return, we need to be able to get *any* land to know how to correct
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// the position used to sample terrain
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return values;
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}
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const osg::Vec3f correctedPos
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= ESMTerrain::Storage::getTextureCorrectedWorldPos(pos, landData->sLandTextureSize, cellSize);
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int correctedCellX = static_cast<int>(std::floor(correctedPos.x() / cellSize));
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int correctedCellY = static_cast<int>(std::floor(correctedPos.y() / cellSize));
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auto correctedLand = landStore.search(correctedCellX, correctedCellY);
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const ESM::Land::LandData* correctedLandData = nullptr;
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if (correctedLand != nullptr)
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{
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correctedLandData = correctedLand->getLandData(ESM::Land::DATA_VTEX);
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if (correctedLandData != nullptr)
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{
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// Ensure data is loaded if necessary
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land->loadData(ESM::Land::DATA_VTEX);
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correctedLandData = correctedLand->getLandData(ESM::Land::DATA_VTEX);
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}
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}
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if (correctedLandData == nullptr)
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{
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return values;
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}
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// We're passing in sLandTextureSize, NOT sLandSize like with getHeightAt
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const ESMTerrain::UniqueTextureId textureId
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= ESMTerrain::Storage::getLandTextureAt(correctedLandData->mTextures, correctedLand->getPlugin(),
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correctedLandData->sLandTextureSize, correctedPos, cellSize);
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// Need to check for 0, 0 so that we can safely subtract 1 later, as per documentation on UniqueTextureId
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if (textureId.first != 0)
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{
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values.push_back(sol::make_object<uint16_t>(lua->sol(), textureId.first - 1));
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values.push_back(sol::make_object<int>(lua->sol(), textureId.second));
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auto textureStore = store->get<ESM::LandTexture>();
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const std::string* textureString = textureStore.search(textureId.first - 1, textureId.second);
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if (textureString)
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{
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values.push_back(sol::make_object<std::string>(lua->sol(), *textureString));
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}
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}
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return values;
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};
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sol::table readOnlyApi = LuaUtil::makeReadOnly(api);
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return context.setTypePackage(readOnlyApi, "openmw_core");
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}
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