Fixed brush calculations, implement undostack macro when clicked.

0.6.3
Nelsson Huotari 7 years ago
parent 5f3c8b2b99
commit 20d1d8ac89

@ -174,7 +174,19 @@ void CSVRender::TerrainTextureMode::deactivate(CSVWidget::SceneToolbar* toolbar)
void CSVRender::TerrainTextureMode::primaryEditPressed(const WorldspaceHitResult& hit) // Apply changes here void CSVRender::TerrainTextureMode::primaryEditPressed(const WorldspaceHitResult& hit) // Apply changes here
{ {
CSMDoc::Document& document = getWorldspaceWidget().getDocument();
CSMWorld::IdTable& landTable = dynamic_cast<CSMWorld::IdTable&> (
*document.getData().getTableModel (CSMWorld::UniversalId::Type_Land));
CSMWorld::IdTable& ltexTable = dynamic_cast<CSMWorld::IdTable&> (
*document.getData().getTableModel (CSMWorld::UniversalId::Type_LandTextures));
mCellId = getWorldspaceWidget().getCellId (hit.worldPos);
QUndoStack& undoStack = document.getUndoStack();
undoStack.beginMacro ("Edit texture records");
undoStack.push (new CSMWorld::TouchLandCommand(landTable, ltexTable, mCellId));
editTerrainTextureGrid(hit); editTerrainTextureGrid(hit);
undoStack.endMacro();
} }
void CSVRender::TerrainTextureMode::primarySelectPressed(const WorldspaceHitResult& hit) void CSVRender::TerrainTextureMode::primarySelectPressed(const WorldspaceHitResult& hit)
@ -331,10 +343,10 @@ void CSVRender::TerrainTextureMode::editTerrainTextureGrid(const WorldspaceHitRe
{ {
int distanceX(0); int distanceX(0);
int distanceY(0); int distanceY(0);
if (i_cell < cellX) distanceX = xHitInCell + landTextureSize - i; if (i_cell < cellX) distanceX = xHitInCell + landTextureSize * abs(i_cell-cellX) - i;
if (j_cell < cellY) distanceY = yHitInCell + landTextureSize - j; if (j_cell < cellY) distanceY = yHitInCell + landTextureSize * abs(j_cell-cellY) - j;
if (i_cell > cellX) distanceX = -xHitInCell + landTextureSize + i - 1; if (i_cell > cellX) distanceX = -xHitInCell + landTextureSize * abs(i_cell-cellX) + i;
if (j_cell > cellY) distanceY = -yHitInCell + landTextureSize + j - 1; if (j_cell > cellY) distanceY = -yHitInCell + landTextureSize * abs(j_cell-cellY) + j;
if (i_cell == cellX) distanceX = abs(i-xHitInCell); if (i_cell == cellX) distanceX = abs(i-xHitInCell);
if (j_cell == cellY) distanceY = abs(j-yHitInCell); if (j_cell == cellY) distanceY = abs(j-yHitInCell);
if (distanceX < r && distanceY < r) mNew[j*landTextureSize+i] = brushInt; if (distanceX < r && distanceY < r) mNew[j*landTextureSize+i] = brushInt;
@ -374,10 +386,10 @@ void CSVRender::TerrainTextureMode::editTerrainTextureGrid(const WorldspaceHitRe
{ {
int distanceX(0); int distanceX(0);
int distanceY(0); int distanceY(0);
if (i_cell < cellX) distanceX = xHitInCell + landTextureSize - i; if (i_cell < cellX) distanceX = xHitInCell + landTextureSize * abs(i_cell-cellX) - i;
if (j_cell < cellY) distanceY = yHitInCell + landTextureSize - j; if (j_cell < cellY) distanceY = yHitInCell + landTextureSize * abs(j_cell-cellY) - j;
if (i_cell > cellX) distanceX = -xHitInCell + landTextureSize + i - 1; if (i_cell > cellX) distanceX = -xHitInCell + landTextureSize* abs(i_cell-cellX) + i;
if (j_cell > cellY) distanceY = -yHitInCell + landTextureSize + j - 1; if (j_cell > cellY) distanceY = -yHitInCell + landTextureSize * abs(j_cell-cellY) + j;
if (i_cell == cellX) distanceX = abs(i-xHitInCell); if (i_cell == cellX) distanceX = abs(i-xHitInCell);
if (j_cell == cellY) distanceY = abs(j-yHitInCell); if (j_cell == cellY) distanceY = abs(j-yHitInCell);
distance = std::round(sqrt(pow(distanceX, 2)+pow(distanceY, 2))); distance = std::round(sqrt(pow(distanceX, 2)+pow(distanceY, 2)));
@ -387,10 +399,10 @@ void CSVRender::TerrainTextureMode::editTerrainTextureGrid(const WorldspaceHitRe
{ {
int distanceX(0); int distanceX(0);
int distanceY(0); int distanceY(0);
if (i_cell < cellX) distanceX = xHitInCell + landTextureSize - i; if (i_cell < cellX) distanceX = xHitInCell + landTextureSize * abs(i_cell-cellX) - i;
if (j_cell < cellY) distanceY = yHitInCell + landTextureSize - j; if (j_cell < cellY) distanceY = yHitInCell + landTextureSize * abs(j_cell-cellY) - j;
if (i_cell > cellX) distanceX = -xHitInCell + landTextureSize + i - 1; if (i_cell > cellX) distanceX = -xHitInCell + landTextureSize * abs(i_cell-cellX) + i;
if (j_cell > cellY) distanceY = -yHitInCell + landTextureSize + j - 1; if (j_cell > cellY) distanceY = -yHitInCell + landTextureSize * abs(j_cell-cellY) + j;
if (i_cell == cellX) distanceX = abs(i-xHitInCell); if (i_cell == cellX) distanceX = abs(i-xHitInCell);
if (j_cell == cellY) distanceY = abs(j-yHitInCell); if (j_cell == cellY) distanceY = abs(j-yHitInCell);
distance = std::round(sqrt(pow(distanceX, 2)+pow(distanceY, 2))); distance = std::round(sqrt(pow(distanceX, 2)+pow(distanceY, 2)));

Loading…
Cancel
Save