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openmw/apps/opencs/view/render/terrainselection.cpp

351 lines
14 KiB
C++

#include "terrainselection.hpp"
#include <algorithm>
#include <cmath>
#include <osg/GL>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/PositionAttitudeTransform>
#include <osg/PrimitiveSet>
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/Vec3f>
#include <apps/opencs/model/doc/document.hpp>
#include <apps/opencs/model/world/cellcoordinates.hpp>
#include <apps/opencs/model/world/data.hpp>
#include <apps/opencs/model/world/idcollection.hpp>
#include <apps/opencs/model/world/land.hpp>
#include <apps/opencs/model/world/record.hpp>
#include <components/esm3/loadland.hpp>
#include "cell.hpp"
#include "worldspacewidget.hpp"
namespace CSMWorld
{
struct Cell;
}
CSVRender::TerrainSelection::TerrainSelection(
osg::Group* parentNode, WorldspaceWidget* worldspaceWidget, TerrainSelectionType type)
: mParentNode(parentNode)
, mWorldspaceWidget(worldspaceWidget)
, mSelectionType(type)
{
mGeometry = new osg::Geometry();
mSelectionNode = new osg::Group();
mSelectionNode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
mSelectionNode->getOrCreateStateSet()->setRenderBinDetails(11, "RenderBin");
mSelectionNode->addChild(mGeometry);
activate();
}
CSVRender::TerrainSelection::~TerrainSelection()
{
deactivate();
}
std::vector<std::pair<int, int>> CSVRender::TerrainSelection::getTerrainSelection() const
{
return mSelection;
}
void CSVRender::TerrainSelection::onlySelect(const std::vector<std::pair<int, int>>& localPositions)
{
mSelection = localPositions;
update();
}
void CSVRender::TerrainSelection::addSelect(const std::vector<std::pair<int, int>>& localPositions)
{
handleSelection(localPositions, SelectionMethod::AddSelect);
}
void CSVRender::TerrainSelection::removeSelect(const std::vector<std::pair<int, int>>& localPositions)
{
handleSelection(localPositions, SelectionMethod::RemoveSelect);
}
void CSVRender::TerrainSelection::toggleSelect(const std::vector<std::pair<int, int>>& localPositions)
{
handleSelection(localPositions, SelectionMethod::ToggleSelect);
}
void CSVRender::TerrainSelection::clearTemporarySelection()
{
mTemporarySelection.clear();
}
void CSVRender::TerrainSelection::activate()
{
if (!mParentNode->containsNode(mSelectionNode))
mParentNode->addChild(mSelectionNode);
}
void CSVRender::TerrainSelection::deactivate()
{
mParentNode->removeChild(mSelectionNode);
}
void CSVRender::TerrainSelection::update()
{
mSelectionNode->removeChild(mGeometry);
mGeometry = new osg::Geometry();
const osg::ref_ptr<osg::Vec3Array> vertices(new osg::Vec3Array);
switch (mSelectionType)
{
case TerrainSelectionType::Texture:
drawTextureSelection(vertices);
break;
case TerrainSelectionType::Shape:
drawShapeSelection(vertices);
break;
}
mGeometry->setVertexArray(vertices);
osg::ref_ptr<osg::DrawArrays> drawArrays = new osg::DrawArrays(osg::PrimitiveSet::LINES);
drawArrays->setCount(vertices->size());
if (vertices->size() != 0)
mGeometry->addPrimitiveSet(drawArrays);
mSelectionNode->addChild(mGeometry);
}
void CSVRender::TerrainSelection::drawShapeSelection(const osg::ref_ptr<osg::Vec3Array> vertices)
{
if (!mSelection.empty())
{
for (std::pair<int, int>& localPos : mSelection)
{
int x(localPos.first);
int y(localPos.second);
float xWorldCoord(CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(x));
float yWorldCoord(CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(y));
osg::Vec3f pointXY(xWorldCoord, yWorldCoord, calculateLandHeight(x, y));
vertices->push_back(pointXY);
vertices->push_back(osg::Vec3f(xWorldCoord, CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(y - 1),
calculateLandHeight(x, y - 1)));
vertices->push_back(pointXY);
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(x - 1), yWorldCoord,
calculateLandHeight(x - 1, y)));
vertices->push_back(pointXY);
vertices->push_back(osg::Vec3f(xWorldCoord, CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(y + 1),
calculateLandHeight(x, y + 1)));
vertices->push_back(pointXY);
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::vertexGlobalToWorldCoords(x + 1), yWorldCoord,
calculateLandHeight(x + 1, y)));
}
}
}
void CSVRender::TerrainSelection::drawTextureSelection(const osg::ref_ptr<osg::Vec3Array> vertices)
{
if (!mSelection.empty())
{
const int landHeightsNudge = (ESM::Land::REAL_SIZE / ESM::Land::LAND_SIZE)
/ (ESM::Land::LAND_SIZE - 1); // Does this work with all land size configurations?
const int textureSizeToLandSizeModifier = (ESM::Land::LAND_SIZE - 1) / ESM::Land::LAND_TEXTURE_SIZE;
for (std::pair<int, int>& localPos : mSelection)
{
int x(localPos.first);
int y(localPos.second);
// convert texture selection to global vertex coordinates at selection box corners
int x1 = x * textureSizeToLandSizeModifier + landHeightsNudge;
int x2 = x * textureSizeToLandSizeModifier + textureSizeToLandSizeModifier + landHeightsNudge;
int y1 = y * textureSizeToLandSizeModifier - landHeightsNudge;
int y2 = y * textureSizeToLandSizeModifier + textureSizeToLandSizeModifier - landHeightsNudge;
// Draw edges (check all sides, draw lines between vertices, +1 height to keep lines above ground)
// Check adjancent selections, draw lines only to edges of the selection
const auto north = std::find(mSelection.begin(), mSelection.end(), std::make_pair(x, y + 1));
if (north == mSelection.end())
{
for (int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
{
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 + 1),
calculateLandHeight(x1 + (i - 1), y2)));
vertices->push_back(
osg::Vec3f(drawCurrentX, CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y + 1),
calculateLandHeight(x1 + i, y2)));
}
}
const auto south = std::find(mSelection.begin(), mSelection.end(), std::make_pair(x, y - 1));
if (south == mSelection.end())
{
for (int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
{
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)));
vertices->push_back(osg::Vec3f(drawCurrentX,
CSMWorld::CellCoordinates::textureGlobalYToWorldCoords(y), calculateLandHeight(x1 + i, y1)));
}
}
const auto east = std::find(mSelection.begin(), mSelection.end(), std::make_pair(x + 1, y));
if (east == mSelection.end())
{
for (int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
{
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))));
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x + 1),
drawCurrentY, calculateLandHeight(x2, y1 + i)));
}
}
const auto west = std::find(mSelection.begin(), mSelection.end(), std::make_pair(x - 1, y));
if (west == mSelection.end())
{
for (int i = 1; i < (textureSizeToLandSizeModifier + 1); i++)
{
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))));
vertices->push_back(osg::Vec3f(CSMWorld::CellCoordinates::textureGlobalXToWorldCoords(x),
drawCurrentY, calculateLandHeight(x1, y1 + i)));
}
}
}
}
}
void CSVRender::TerrainSelection::handleSelection(
const std::vector<std::pair<int, int>>& localPositions, SelectionMethod selectionMethod)
{
for (auto const& localPos : localPositions)
{
const auto iter = std::find(mSelection.begin(), mSelection.end(), localPos);
switch (selectionMethod)
{
case SelectionMethod::OnlySelect:
break;
case SelectionMethod::AddSelect:
if (iter == mSelection.end())
{
mSelection.emplace_back(localPos);
}
break;
case SelectionMethod::RemoveSelect:
if (iter != mSelection.end())
{
mSelection.erase(iter);
}
break;
case SelectionMethod::ToggleSelect:
{
const auto iterTemp = std::find(mTemporarySelection.begin(), mTemporarySelection.end(), localPos);
if (iterTemp == mTemporarySelection.end())
{
if (iter == mSelection.end())
{
mSelection.emplace_back(localPos);
}
else
{
mSelection.erase(iter);
}
}
mTemporarySelection.emplace_back(localPos);
break;
}
default:
break;
}
}
update();
}
bool CSVRender::TerrainSelection::noCell(const std::string& cellId)
{
CSMDoc::Document& document = mWorldspaceWidget->getDocument();
const CSMWorld::IdCollection<CSMWorld::Cell>& cellCollection = document.getData().getCells();
return cellCollection.searchId(ESM::RefId::stringRefId(cellId)) == -1;
}
bool CSVRender::TerrainSelection::noLand(const std::string& cellId)
{
CSMDoc::Document& document = mWorldspaceWidget->getDocument();
const CSMWorld::IdCollection<CSMWorld::Land>& landCollection = document.getData().getLand();
return landCollection.searchId(ESM::RefId::stringRefId(cellId)) == -1;
}
bool CSVRender::TerrainSelection::noLandLoaded(const std::string& cellId)
{
CSMDoc::Document& document = mWorldspaceWidget->getDocument();
const CSMWorld::IdCollection<CSMWorld::Land>& landCollection = document.getData().getLand();
return !landCollection.getRecord(ESM::RefId::stringRefId(cellId)).get().isDataLoaded(ESM::Land::DATA_VNML);
}
bool CSVRender::TerrainSelection::isLandLoaded(const std::string& cellId)
{
if (!noCell(cellId) && !noLand(cellId) && !noLandLoaded(cellId))
return true;
return false;
}
int CSVRender::TerrainSelection::calculateLandHeight(int x, int y) // global vertex coordinates
{
int cellX = std::floor(static_cast<float>(x) / (ESM::Land::LAND_SIZE - 1));
int cellY = std::floor(static_cast<float>(y) / (ESM::Land::LAND_SIZE - 1));
int localX = x - cellX * (ESM::Land::LAND_SIZE - 1);
int localY = y - cellY * (ESM::Land::LAND_SIZE - 1);
CSMWorld::CellCoordinates coords(cellX, cellY);
float landHeight = 0.f;
if (CSVRender::Cell* cell = dynamic_cast<CSVRender::Cell*>(mWorldspaceWidget->getCell(coords)))
{
landHeight = cell->getSumOfAlteredAndTrueHeight(cellX, cellY, localX, localY);
}
else if (isLandLoaded(CSMWorld::CellCoordinates::generateId(cellX, cellY)))
{
CSMDoc::Document& document = mWorldspaceWidget->getDocument();
std::string cellId = CSMWorld::CellCoordinates::generateId(cellX, cellY);
const ESM::Land::LandData* landData = document.getData()
.getLand()
.getRecord(ESM::RefId::stringRefId(cellId))
.get()
.getLandData(ESM::Land::DATA_VHGT);
return landData->mHeights[localY * ESM::Land::LAND_SIZE + localX];
}
return landHeight;
}