mirror of
https://github.com/OpenMW/openmw.git
synced 2025-10-18 04:46:46 +00:00
120 lines
5.1 KiB
C++
120 lines
5.1 KiB
C++
#include "landbindings.hpp"
|
|
|
|
#include <apps/openmw/mwlua/object.hpp>
|
|
#include <apps/openmw/mwworld/cellstore.hpp>
|
|
#include <apps/openmw/mwworld/worldmodel.hpp>
|
|
|
|
#include <components/esm/util.hpp>
|
|
#include <components/esmterrain/storage.hpp>
|
|
|
|
#include "../mwbase/environment.hpp"
|
|
#include "../mwbase/world.hpp"
|
|
#include "../mwworld/esmstore.hpp"
|
|
|
|
namespace
|
|
{
|
|
const ESM::RefId worldspaceAt(const osg::Vec3f& pos, sol::object cellOrName)
|
|
{
|
|
ESM::RefId worldspace;
|
|
if (cellOrName.is<MWLua::GCell>())
|
|
worldspace = cellOrName.as<MWLua::GCell>().mStore->getCell()->getWorldSpace();
|
|
else if (cellOrName.is<std::string_view>() && !cellOrName.as<std::string_view>().empty())
|
|
worldspace = MWBase::Environment::get()
|
|
.getWorldModel()
|
|
->getCell(cellOrName.as<std::string_view>())
|
|
.getCell()
|
|
->getWorldSpace();
|
|
else
|
|
worldspace = ESM::Cell::sDefaultWorldspaceId;
|
|
|
|
return worldspace;
|
|
}
|
|
|
|
bool fillLandData(const MWWorld::Store<ESM::Land>& landStore, const osg::Vec3f& pos, const float cellSize,
|
|
const ESM::Land::LandData*& landData)
|
|
{
|
|
int cellX = static_cast<int>(std::floor(pos.x() / cellSize));
|
|
int cellY = static_cast<int>(std::floor(pos.y() / cellSize));
|
|
|
|
const ESM::Land* land = landStore.search(cellX, cellY);
|
|
|
|
if (land != nullptr)
|
|
landData = land->getLandData(ESM::Land::DATA_VTEX);
|
|
|
|
// If we fail to preload land data, return, we need to be able to get *any* land to know how to correct
|
|
// the position used to sample terrain
|
|
if (landData == nullptr)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
namespace MWLua
|
|
{
|
|
sol::table initCoreLandBindings(const Context& context)
|
|
{
|
|
auto lua = context.sol();
|
|
sol::table landApi(lua, sol::create);
|
|
|
|
landApi["getHeightAt"] = [](const osg::Vec3f& pos, sol::object cellOrName) {
|
|
auto worldspace = worldspaceAt(pos, cellOrName);
|
|
return MWBase::Environment::get().getWorld()->getTerrainHeightAt(pos, worldspace);
|
|
};
|
|
|
|
landApi["getTextureAt"] = [lua = lua](const osg::Vec3f& pos, sol::object cellOrName) {
|
|
sol::variadic_results values;
|
|
auto store = MWBase::Environment::get().getESMStore();
|
|
auto landStore = store->get<ESM::Land>();
|
|
|
|
const float cellSize = ESM::getCellSize(worldspaceAt(pos, cellOrName));
|
|
// We need to read land twice. Once to get the amount of texture samples per cell edge, and the second time
|
|
// to get the actual data
|
|
// This is because the visual land textures are offset with regards to quads that are rendered for terrain.
|
|
// To properly calculate that offset, we need to know how many texture samples exist per cell edge,
|
|
// as it differs between tes3 and tes4. It's equal -
|
|
// Once we know the value, we will calculate the offset and retrieve a sample again, this time
|
|
// with the offset taken into account.
|
|
const ESM::Land::LandData* landData = nullptr;
|
|
|
|
if (!fillLandData(landStore, pos, cellSize, landData))
|
|
return values;
|
|
|
|
// Use landData to get amount of sampler per cell edge (sLandTextureSize)
|
|
// and then get the corrected position that will map to the rendered texture
|
|
const osg::Vec3f correctedPos
|
|
= ESMTerrain::Storage::getTextureCorrectedWorldPos(pos, landData->sLandTextureSize, cellSize);
|
|
|
|
const ESM::Land* correctedLand = nullptr;
|
|
const ESM::Land::LandData* correctedLandData = nullptr;
|
|
|
|
if (!fillLandData(landStore, correctedPos, cellSize, correctedLandData))
|
|
return values;
|
|
|
|
// We're passing in sLandTextureSize, NOT sLandSize like with getHeightAt
|
|
const ESMTerrain::UniqueTextureId textureId
|
|
= ESMTerrain::Storage::getTextureAt(correctedLandData->mTextures, correctedLand->getPlugin(),
|
|
correctedLandData->sLandTextureSize, correctedPos, cellSize);
|
|
|
|
// Need to check for 0, 0 so that we can safely subtract 1 later, as per documentation on UniqueTextureId
|
|
if (textureId.first != 0)
|
|
{
|
|
auto store = MWBase::Environment::get().getESMStore();
|
|
auto textureStore = store->get<ESM::LandTexture>();
|
|
const std::string* textureString = textureStore.search(textureId.first - 1, textureId.second);
|
|
if (textureString)
|
|
values.push_back(sol::make_object<std::string>(lua, *textureString));
|
|
else
|
|
return values;
|
|
|
|
const std::vector<std::string>& contentList = MWBase::Environment::get().getWorld()->getContentFiles();
|
|
if (textureId.second >= 0 && static_cast<size_t>(textureId.second) < contentList.size())
|
|
values.push_back(sol::make_object<std::string>(lua, contentList[textureId.second]));
|
|
}
|
|
|
|
return values;
|
|
};
|
|
|
|
return LuaUtil::makeReadOnly(landApi);
|
|
}
|
|
}
|