Colobot
terrain.h
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1 /*
2  * This file is part of the Colobot: Gold Edition source code
3  * Copyright (C) 2001-2015, Daniel Roux, EPSITEC SA & TerranovaTeam
4  * http://epsitec.ch; http://colobot.info; http://github.com/colobot
5  *
6  * This program is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14  * See the GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program. If not, see http://gnu.org/licenses
18  */
19 
25 #pragma once
26 
27 #include "graphics/core/material.h"
28 #include "graphics/core/vertex.h"
29 
30 #include "math/const.h"
31 #include "math/point.h"
32 #include "math/vector.h"
33 
34 #include <string>
35 #include <vector>
36 
37 
38 // Graphics module namespace
39 namespace Gfx
40 {
41 
42 class CEngine;
43 class CWater;
44 
45 
47 const float TERRAIN_FLATLIMIT = (5.0f*Math::PI/180.0f);
48 
49 
55 {
57  TR_NULL = 0,
59  TR_STONE = 1,
63  TR_POWER = 3,
65 
66  TR_KEY_A = 4,
67  TR_KEY_B = 5,
68  TR_KEY_C = 6,
69  TR_KEY_D = 7
71 };
72 
145 class CTerrain
146 {
147 public:
148  CTerrain();
149  ~CTerrain();
150 
152  bool Generate(int mosaicCount, int brickCountPow2, float brickSize, float vision, int depth, float hardness);
153 
155  bool InitTextures(const std::string& baseName, int* table, int dx, int dy);
156 
158  void FlushMaterials();
160  void AddMaterial(int id, const std::string& baseName, const Math::Point& uv,
161  int up, int right, int down, int left, float hardness);
163  bool InitMaterials(int id);
165  bool GenerateMaterials(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius);
166 
168  void FlushRelief();
170  bool LoadRelief(const std::string& fileName, float scaleRelief, bool adjustBorder);
172  bool RandomizeRelief();
173 
175  bool LoadResources(const std::string& fileName);
176 
178  bool CreateObjects();
179 
181  bool Terraform(const Math::Vector& p1, const Math::Vector& p2, float height);
182 
184  void SetWind(Math::Vector speed);
186  Math::Vector GetWind();
188 
190  float GetFineSlope(const Math::Vector& pos);
192  float GetCoarseSlope(const Math::Vector& pos);
194  bool GetNormal(Math::Vector& n, const Math::Vector &p);
196  float GetFloorLevel(const Math::Vector& pos, bool brut=false, bool water=false);
198  float GetHeightToFloor(const Math::Vector& pos, bool brut=false, bool water=false);
200  bool AdjustToFloor(Math::Vector& pos, bool brut=false, bool water=false);
204  bool AdjustToBounds(Math::Vector& pos, float margin);
206  TerrainRes GetResource(const Math::Vector& pos);
207 
209  void FlushBuildingLevel();
211  bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor);
213  bool UpdateBuildingLevel(Math::Vector center);
215  bool DeleteBuildingLevel(Math::Vector center);
217  float GetBuildingFactor(const Math::Vector& pos);
219  float GetHardness(const Math::Vector& pos);
220 
222  int GetMosaicCount();
224  int GetBrickCount();
226  float GetBrickSize();
228  float GetReliefScale();
229 
231  void ShowFlatGround(Math::Vector pos);
233  float GetFlatZoneRadius(Math::Vector center, float max);
234 
236  void SetFlyingMaxHeight(float height);
238  float GetFlyingMaxHeight();
240  void FlushFlyingLimit();
243  void AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight);
245  float GetFlyingLimit(Math::Vector pos, bool noLimit);
246 
247 protected:
249  bool AddReliefPoint(Math::Vector pos, float scaleRelief);
251  void AdjustRelief();
253  Math::Vector GetVector(int x, int y);
255  VertexTex2 GetVertex(int x, int y, int step);
257  bool CreateMosaic(int ox, int oy, int step, int objRank, const Material& mat);
259  bool CreateSquare(int x, int y);
260 
261  struct TerrainMaterial;
263  TerrainMaterial* FindMaterial(int id);
265  int FindMaterialByNeighbors(char *mat);
267  void GetTexture(int x, int y, std::string& name, Math::Point& uv);
269  float GetHeight(int x, int y);
271  bool CheckMaterialPoint(int x, int y, float min, float max, float slope);
273  void SetMaterialPoint(int x, int y, int id, char *mat);
275  bool ChangeMaterialPoint(int x, int y, int id);
277  bool CondChangeMaterialPoint(int x, int y, int id, char *mat);
279  void InitMaterialPoints();
281  void FlushMaterialPoints();
282 
285 
286 protected:
287  CEngine* m_engine;
288  CWater* m_water;
289 
291  std::vector<float> m_relief;
293  std::vector<unsigned char> m_resources;
295  std::vector<int> m_textures;
297  std::vector<int> m_objRanks;
298 
306  float m_brickSize;
312  int m_depth;
316  float m_vision;
317 
319  std::string m_texBaseName;
321  std::string m_texBaseExt;
329  {
331  short id = 0;
333  std::string texName;
337  float hardness = 0.0f;
339  char mat[4] = {};
340  };
342  std::vector<TerrainMaterial> m_materials;
343 
349  {
351  short id = 0;
353  char mat[4] = {};
354  };
355 
356 
358  std::vector<TerrainMaterialPoint> m_materialPoints;
359 
366 
372  {
373  Math::Vector center;
374  float factor = 0.0f;
375  float min = 0.0f;
376  float max = 0.0f;
377  float level = 0.0f;
378  float height = 0.0f;
379  float bboxMinX = 0.0f;
380  float bboxMaxX = 0.0f;
381  float bboxMinZ = 0.0f;
382  float bboxMaxZ = 0.0f;
383  };
384  std::vector<BuildingLevel> m_buildingLevels;
385 
388 
391 
396  struct FlyingLimit
397  {
398  Math::Vector center;
399  float extRadius = 0.0f;
400  float intRadius = 0.0f;
401  float maxHeight = 0.0f;
402  };
404  std::vector<FlyingLimit> m_flyingLimits;
405 };
406 
407 
408 } // namespace Gfx
409 
float GetCoarseSlope(const Math::Vector &pos)
Gives the approximate slope of the terrain at 2D (XZ) position.
Definition: terrain.cpp:1382
float GetHeight(int x, int y)
Returns the height of the terrain.
Definition: terrain.cpp:768
void FlushRelief()
Clears the relief, resources and all other associated data.
Definition: terrain.cpp:267
bool GetNormal(Math::Vector &n, const Math::Vector &p)
Gives the normal vector at 2D (XZ) position.
Definition: terrain.cpp:1408
bool InitMaterials(int id)
Initializes all the ground with one material.
Definition: terrain.cpp:1128
float GetFlyingLimit(Math::Vector pos, bool noLimit)
Returns the maximum height of flight.
Definition: terrain.cpp:1857
bool InitTextures(const std::string &baseName, int *table, int dx, int dy)
Initializes the names of textures to use for the land.
Definition: terrain.cpp:127
Material struct.
float m_scaleRelief
Vertical (relief) scale.
Definition: terrain.h:308
Energy.
Definition: terrain.h:63
bool LoadRelief(const std::string &fileName, float scaleRelief, bool adjustBorder)
Load relief from image.
Definition: terrain.cpp:292
int FindMaterialByNeighbors(char *mat)
Seeks a material based on neighbor values.
Definition: terrain.cpp:820
Math::Point uv
UV texture coordinates.
Definition: terrain.h:335
bool CreateMosaic(int ox, int oy, int step, int objRank, const Material &mat)
Creates all objects of a mosaic.
Definition: terrain.cpp:568
bool AdjustToFloor(Math::Vector &pos, bool brut=false, bool water=false)
Modifies the Y coordinate of 3D position to rest on the ground floor.
Definition: terrain.cpp:1503
Math::Vector GetVector(int x, int y)
Calculates a vector of the terrain.
Definition: terrain.cpp:476
Vertex with secondary texture coordinates.
Definition: vertex.h:113
float m_brickSize
Size of single brick (along X and Z axis)
Definition: terrain.h:306
float GetFlatZoneRadius(Math::Vector center, float max)
Calculates the radius of the largest flat area available.
Definition: terrain.cpp:1796
bool CondChangeMaterialPoint(int x, int y, int id, char *mat)
Tests if a material can give a place, according to its four neighbors. If yes, puts the point...
Definition: terrain.cpp:912
bool m_useMaterials
True if using terrain material mapping.
Definition: terrain.h:361
std::string m_texBaseName
Base name for single texture.
Definition: terrain.h:319
Point struct and related functions.
bool CreateObjects()
Creates all objects of the terrain within the 3D engine.
Definition: terrain.cpp:1263
int m_materialAutoID
Internal counter for auto generation of material IDs.
Definition: terrain.h:365
float GetFineSlope(const Math::Vector &pos)
Gives the exact slope of the terrain at 2D (XZ) position.
Definition: terrain.cpp:1375
int m_maxMaterialID
Maximum level ID (no ID is >= to this)
Definition: terrain.h:363
float m_flyingMaxHeight
Global flying height limit.
Definition: terrain.h:390
void AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight)
Adds a new flying limit.
Definition: terrain.cpp:1845
TerrainRes GetResource(const Math::Vector &pos)
Returns the resource type available underground at 2D (XZ) position.
Definition: terrain.cpp:250
No resource.
Definition: terrain.h:57
Material of a surface.
Definition: material.h:45
bool GenerateMaterials(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius)
Generates a level in the terrain.
Definition: terrain.cpp:1144
bool CreateSquare(int x, int y)
Creates all objects in a mesh square ground.
Definition: terrain.cpp:1244
const float PI
PI.
Definition: const.h:48
void SetWind(Math::Vector speed)
Management of the wind.
Definition: terrain.cpp:1365
void InitMaterialPoints()
Initializes material points array.
Definition: terrain.cpp:1224
void FlushFlyingLimit()
Empty the table of flying limits.
Definition: terrain.cpp:1839
std::string m_texBaseExt
Extension for single texture.
Definition: terrain.h:321
bool ChangeMaterialPoint(int x, int y, int id)
Modifies the state of a point.
Definition: terrain.cpp:968
float m_vision
Vision before a change of resolution.
Definition: terrain.h:316
Uranium.
Definition: terrain.h:61
Material for ground surface.
Definition: terrain.h:328
void FlushMaterials()
Clears all terrain materials.
Definition: terrain.cpp:156
std::vector< FlyingLimit > m_flyingLimits
List of local flight limits.
Definition: terrain.h:404
bool LoadResources(const std::string &fileName)
Load resources from image.
Definition: terrain.cpp:198
std::string texName
Texture.
Definition: terrain.h:333
TerrainMaterial * FindMaterial(int id)
Seeks a material based on its ID.
Definition: terrain.cpp:739
bool AddReliefPoint(Math::Vector pos, float scaleRelief)
Adds a point of elevation in the buffer of relief.
Definition: terrain.cpp:397
void FlushMaterialPoints()
Clears the material points.
Definition: terrain.cpp:1239
int GetMosaicCount()
Returns number of mosaics.
Definition: terrain.cpp:107
void SetMaterialPoint(int x, int y, int id, char *mat)
Modifies the state of a point and its four neighbors, without testing if possible.
Definition: terrain.cpp:833
Vertex structs.
bool CheckMaterialPoint(int x, int y, float min, float max, float slope)
Decide whether a point is using the materials.
Definition: terrain.cpp:780
bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height)
Modifies the terrain's relief.
Definition: terrain.cpp:1277
bool Generate(int mosaicCount, int brickCountPow2, float brickSize, float vision, int depth, float hardness)
Generates a new flat terrain.
Definition: terrain.cpp:75
Material used for terrain point.
Definition: terrain.h:348
void GetTexture(int x, int y, std::string &name, Math::Point &uv)
Returns the texture name and UV coords to use for a given square.
Definition: terrain.cpp:750
std::vector< int > m_textures
Texture indices.
Definition: terrain.h:295
2D point
Definition: point.h:50
int GetBrickCount()
Returns number of bricks in mosaic.
Definition: terrain.cpp:112
Spherical limit of flight.
Definition: terrain.h:396
std::vector< TerrainMaterial > m_materials
Terrain materials.
Definition: terrain.h:342
std::vector< TerrainMaterialPoint > m_materialPoints
Material for terrain points.
Definition: terrain.h:358
void FlushBuildingLevel()
Empty the table of elevations.
Definition: terrain.cpp:1613
float GetBuildingFactor(const Math::Vector &pos)
Returns the influence factor whether a position is on a possible rise.
Definition: terrain.cpp:1680
float GetHardness(const Math::Vector &pos)
Returns the hardness of the ground in a given place.
Definition: terrain.cpp:1733
TerrainRes
Underground resource type.
Definition: terrain.h:54
void AddMaterial(int id, const std::string &baseName, const Math::Point &uv, int up, int right, int down, int left, float hardness)
Adds a terrain material the names of textures to use for the land.
Definition: terrain.cpp:164
Terrain loader/generator and manager.
Definition: terrain.h:145
int m_brickCount
Number of bricks per mosaic (along one dimension)
Definition: terrain.h:302
Constants used in math functions.
Namespace for (new) graphics code.
Definition: app.h:49
void AdjustRelief()
Adjust the edges of each mosaic to be compatible with all lower resolutions.
Definition: terrain.cpp:417
int m_depth
Number of different resolutions (1,2,3,4)
Definition: terrain.h:312
float m_textureScale
Scale of texture mapping.
Definition: terrain.h:314
Vector struct and related functions.
The graphics engine.
Definition: engine.h:620
Math::Vector m_wind
Wind speed.
Definition: terrain.h:387
float GetFloorLevel(const Math::Vector &pos, bool brut=false, bool water=false)
Returns the height of the ground level at 2D (XZ) position.
Definition: terrain.cpp:1431
float GetBrickSize()
Returns brick size.
Definition: terrain.cpp:117
void SetFlyingMaxHeight(float height)
Management of the global max flying height.
Definition: terrain.cpp:1829
bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor)
Adds a new elevation for a building.
Definition: terrain.cpp:1618
int m_mosaicCount
Number of mosaics (along one dimension)
Definition: terrain.h:300
Water manager/renderer.
Definition: water.h:74
bool AdjustToStandardBounds(Math::Vector &pos)
Adjusts 3D position so that it is within standard terrain boundaries.
Definition: terrain.cpp:1542
int m_textureSubdivCount
Subdivision of material points in mosaic.
Definition: terrain.h:310
float GetHeightToFloor(const Math::Vector &pos, bool brut=false, bool water=false)
Returns the distance to the ground level from 3D position.
Definition: terrain.cpp:1467
3D (3x1) vector
Definition: vector.h:53
VertexTex2 GetVertex(int x, int y, int step)
Calculates a vertex of the terrain.
Definition: terrain.cpp:509
Vault keys.
Definition: terrain.h:66
Flat level for building.
Definition: terrain.h:371
bool AdjustToBounds(Math::Vector &pos, float margin)
Adjusts 3D position so that it is within terrain boundaries and the given margin. ...
Definition: terrain.cpp:1581
std::vector< unsigned char > m_resources
Resources data.
Definition: terrain.h:293
const float TERRAIN_FLATLIMIT
Limit of slope considered a flat piece of land.
Definition: terrain.h:47
bool UpdateBuildingLevel(Math::Vector center)
Updates the elevation for a building when it was moved up (after a terraforming)
Definition: terrain.cpp:1648
float m_defaultHardness
Default hardness for level material.
Definition: terrain.h:323
void AdjustBuildingLevel(Math::Vector &p)
Adjusts a position according to a possible rise.
Definition: terrain.cpp:1697
bool RandomizeRelief()
Load ramdomized relief.
Definition: terrain.cpp:343
bool DeleteBuildingLevel(Math::Vector center)
Removes the elevation for a building when it was destroyed.
Definition: terrain.cpp:1663
Titanium.
Definition: terrain.h:59
void ShowFlatGround(Math::Vector pos)
Shows the flat areas on the ground.
Definition: terrain.cpp:1763
std::vector< float > m_relief
Relief data points.
Definition: terrain.h:291
int m_materialPointCount
Number of terrain material dots (along one dimension)
Definition: terrain.h:304
float GetReliefScale()
Returns the vertical scale of relief.
Definition: terrain.cpp:122
std::vector< int > m_objRanks
Object ranks for mosaic objects.
Definition: terrain.h:297