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deduplication for landbindings.cpp + slight api changes
- remove textureId from return - return plugin name instead of plugin id
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dcf0c6e314
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2 changed files with 60 additions and 78 deletions
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@ -4,72 +4,67 @@
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#include <apps/openmw/mwworld/cellstore.hpp>
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#include <apps/openmw/mwworld/worldmodel.hpp>
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#include <components/esm/util.hpp>
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#include <components/esmterrain/storage.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/esmstore.hpp"
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static const ESM::RefId worldspaceAt(const osg::Vec3f& pos, sol::object cellOrName)
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{
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ESM::RefId worldspace;
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if (cellOrName.is<MWLua::GCell>())
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worldspace = cellOrName.as<MWLua::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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return worldspace;
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}
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static bool fillLandData(const MWWorld::Store<ESM::Land>* landStore, const osg::Vec3f& pos, const float cellSize,
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const ESM::Land** land, const ESM::Land::LandData** landData)
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{
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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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*land = landStore->search(cellX, cellY);
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if (*land != nullptr)
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*landData = (*land)->getLandData(ESM::Land::DATA_VTEX);
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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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if (*landData == nullptr)
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return false;
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return true;
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}
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namespace MWLua
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{
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sol::table initCoreLandBindings(const Context& context)
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{
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sol::state_view& lua = context.mLua->sol();
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auto lua = context.sol();
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sol::table landApi(lua, sol::create);
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landApi["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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}
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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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auto worldspace = worldspaceAt(pos, cellOrName);
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return MWBase::Environment::get().getWorld()->getTerrainHeightAt(pos, worldspace);
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};
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landApi["getTextureAt"] = [lua = context.mLua](const osg::Vec3f& pos, sol::object cellOrName) {
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landApi["getTextureAt"] = [lua = lua](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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auto landStore = store->get<ESM::Land>();
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const float cellSize = ESM::getCellSize(worldspaceAt(pos, cellOrName));
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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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// This is because the visual land textures are offset with regards to quads that are rendered for terrain.
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@ -77,36 +72,22 @@ namespace MWLua
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// as it differs between tes3 and tes4. It's equal -
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// Once we know the value, we will calculate the offset and retrieve a sample again, this time
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// with the offset taken into account.
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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* land = nullptr;
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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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}
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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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if (!fillLandData(&landStore, pos, cellSize, &land, &landData))
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return values;
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}
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// Use landData to get amount of sampler per cell edge (sLandTextureSize)
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// and then get the corrected position that will map to the rendered texture
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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* correctedLand = nullptr;
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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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}
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if (correctedLandData == nullptr)
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{
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if (!fillLandData(&landStore, correctedPos, cellSize, &correctedLand, &correctedLandData))
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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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@ -116,15 +97,17 @@ namespace MWLua
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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 store = MWBase::Environment::get().getESMStore();
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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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values.push_back(sol::make_object<std::string>(lua, *textureString));
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else
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return values;
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const std::vector<std::string>& contentList = MWBase::Environment::get().getWorld()->getContentFiles();
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if (textureId.second > 0 && textureId.second < contentList.size())
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values.push_back(sol::make_object<std::string>(lua, contentList[textureId.second]));
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}
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return values;
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@ -470,9 +470,8 @@
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-- @function [parent=#Land] getTextureAt
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-- @param openmw.util#Vector3 position
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-- @param #any cellOrName (optional) cell or cell name in their exterior world space to query
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-- @return #nil, #number Land texture index or nil if failed to retrieve the texture. Landscape textures created through editors such as openmw-cs can be assigned an id to differentiate them, that is also used for terrain rendering. The value returned here corresponds to that value. See also LTEX records (https://en.uesp.net/wiki/Morrowind_Mod:Mod_File_Format/LTEX)
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-- @return #nil, #number Plugin id or nil if failed to retrieve the texture
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-- @return #nil, #string Texture path or nil if one isn't defined
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-- @return #nil, #string Plugin name or nil if failed to retrieve the texture
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--- Possible @{#SpellRange} values
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-- @field [parent=#Magic] #SpellRange RANGE
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