virtual float getSampleSpacing() { return mBlock->getSquareSize(); }
void SoftSelectAction::process(Selection * sel, const Gui3DMouseEvent &, bool selChanged, Type type) { TerrainBlock *terrBlock = mTerrainEditor->getActiveTerrain(); if ( !terrBlock ) return; // allow process of current selection Selection tmpSel; if(sel == mTerrainEditor->getCurrentSel()) { tmpSel = *sel; sel = &tmpSel; } if(type == Begin || type == Process) mFilter.set(1, &mTerrainEditor->mSoftSelectFilter); // if(selChanged) { F32 radius = mTerrainEditor->mSoftSelectRadius; if(radius == 0.f) return; S32 squareSize = terrBlock->getSquareSize(); U32 offset = U32(radius / F32(squareSize)) + 1; for(U32 i = 0; i < sel->size(); i++) { GridInfo & info = (*sel)[i]; info.mPrimarySelect = true; info.mWeight = mFilter.getValue(0); if(!mTerrainEditor->getCurrentSel()->add(info)) mTerrainEditor->getCurrentSel()->setInfo(info); Point2F infoPos((F32)info.mGridPoint.gridPos.x, (F32)info.mGridPoint.gridPos.y); // for(S32 x = info.mGridPoint.gridPos.x - offset; x < info.mGridPoint.gridPos.x + (offset << 1); x++) for(S32 y = info.mGridPoint.gridPos.y - offset; y < info.mGridPoint.gridPos.y + (offset << 1); y++) { // Point2F pos((F32)x, (F32)y); F32 dist = Point2F(pos - infoPos).len() * F32(squareSize); if(dist > radius) continue; F32 weight = mFilter.getValue(dist / radius); // GridInfo gInfo; GridPoint gridPoint = info.mGridPoint; gridPoint.gridPos.set(x, y); if(mTerrainEditor->getCurrentSel()->getInfo(Point2I(x, y), gInfo)) { if(gInfo.mPrimarySelect) continue; if(gInfo.mWeight < weight) { gInfo.mWeight = weight; mTerrainEditor->getCurrentSel()->setInfo(gInfo); } } else { Vector<GridInfo> gInfos; mTerrainEditor->getGridInfos(gridPoint, gInfos); for (U32 z = 0; z < gInfos.size(); z++) { gInfos[z].mWeight = weight; gInfos[z].mPrimarySelect = false; mTerrainEditor->getCurrentSel()->add(gInfos[z]); } } } } } }
void blTerrainProxy::lightVector(LightInfo * light) { // Grab our terrain object TerrainBlock* terrain = getObject(); if (!terrain) return; // Get the direction to the light (the inverse of the direction // the light is pointing) Point3F lightDir = -light->getDirection(); lightDir.normalize(); // Get the ratio between the light map pixel and world space (used below) F32 lmTerrRatio = (F32)mTerrainBlockSize / (F32) mLightMapSize; lmTerrRatio *= terrain->getSquareSize(); // Get the terrain position Point3F terrPos( terrain->getTransform().getPosition() ); U32 i = 0; for (U32 y = 0; y < mLightMapSize; y++) { for (U32 x = 0; x < mLightMapSize; x++) { // Get the relative pixel position and scale it // by the ratio between lightmap and world space Point2F pixelPos(x, y); pixelPos *= lmTerrRatio; // Start with a default normal of straight up Point3F normal(0.0f, 0.0f, 1.0f); // Try to get the actual normal from the terrain. // Note: this won't change the default normal if // it can't find a normal. terrain->getNormal(pixelPos, &normal); // The terrain lightmap only contains shadows. F32 shadowed = 0.0f; // Get the height at the lightmap pixel's position F32 height = 0.0f; terrain->getHeight(pixelPos, &height); // Calculate the 3D position of the pixel Point3F pixelPos3F(pixelPos.x, pixelPos.y, height); // Translate that position by the terrain's transform terrain->getTransform().mulP(pixelPos3F); // Offset slighting along the normal so that we don't // raycast into ourself pixelPos3F += (normal * 0.1f); // Calculate the light's position. // If it is a vector light like the sun (no position // just direction) then translate along that direction // a reasonable distance to get a point sufficiently // far away Point3F lightPos = light->getPosition(); if(light->getType() == LightInfo::Vector) { lightPos = 1000.f * lightDir; lightPos = pixelPos3F + lightPos; } // Cast a ray from the world space position of the lightmap pixel to the light source. // If we hit something then we are in shadow. This allows us to be shadowed by anything // that supports a castRay operation. RayInfo info; if(terrain->getContainer()->castRay(pixelPos3F, lightPos, STATIC_COLLISION_TYPEMASK, &info)) { // Shadow the pixel. shadowed = 1.0f; } // Set the final lightmap color. mLightmap[i++] += ColorF::WHITE * mClampF( 1.0f - shadowed, 0.0f, 1.0f ); } } }