Пример #1
0
void TerrainTile::transformMeshByVertices(vector<TerrainData> list, bool norecalc)
{

	core::stringw title=L"Generating terrain";
	GUIManager::getInstance()->setTextLoader(title);
	App::getInstance()->getDevice()->getGUIEnvironment()->drawAll();

	//Terrain first
	for (u32 a=0; a<list.size(); a++)
	{
		mb_vertices[list[a].id].Pos.Y = list[a].value;
	}

	App::getInstance()->quickUpdate();

	int counter=0;
	//Then plant the trees
	title=L"Generating trees";
	GUIManager::getInstance()->setTextLoader(title);
	App::getInstance()->getDevice()->getGUIEnvironment()->drawAll();
	for (u32 a=0; a<list.size(); a++)
	{
		if (list[a].tree && list[a].type>=0)
		{	// Now create a new tree with the informations
			Vegetation* v = new Vegetation(list[a].type);
			if (v)
			{
				counter++;
				v->setPosition(list[a].pos);
				v->setScale(list[a].sca);
				v->setRotation(list[a].rot);

				// Update the infos
				vegetationVector.push_back(v);
			}
		}
	}


	if (!norecalc)
		recalculate();
	else
	{
		needrecalc=true;
		recalculate(true);
	}

}
Пример #2
0
Vegetation* TerrainTile::paintVegetation(vector3df clickPos, bool erase)
{
	//Do a prior check to see if there is a least one tree active in the list of active objects
	vector<bool> enabled=VegetationSeed::getInstance()->getEnabled();
	vector<int> newlist;
	for(int i = 0; i<(int)enabled.size(); i++)
	{
		if (enabled[i]==true)
			newlist.push_back(i); //New list will contain the list of the enabled items
	}
	if (newlist.size()==0) return NULL;

    IMeshBuffer* meshBuffer = ((IMeshSceneNode*)node)->getMesh()->getMeshBuffer(0);

	S3DVertex* mb_vertices = (S3DVertex*) meshBuffer->getVertices();

	u16* mb_indices  = meshBuffer->getIndices();

	Vegetation* returnvalue = NULL;

	for (unsigned int j = 0; j < meshBuffer->getVertexCount(); j += 1)
	{
	    if(erase)
        {
			vector3df realPos = vector3df (0.0f,0.0f,0.0f);
			//Should be able to place a tree anywhere on a custom model
			if (!custom)
				realPos = mb_vertices[j].Pos*(scale/nodescale) + node->getPosition();
			else
				realPos = clickPos;

            clickPos.Y = realPos.Y;
            if(realPos.getDistanceFrom(clickPos) < vegetationRange/2 && getVegetationAt(vector3df(realPos.X,realPos.Y,realPos.Z)))
            {
                Vegetation* toRemove = getVegetationAt(vector3df(realPos.X,realPos.Y,realPos.Z));
				returnvalue = toRemove;
				return returnvalue;
				// Done outside the function (caller will do the removal)
            }
        }
        else
        {
            vector3df realPos = vector3df (0.0f,0.0f,0.0f);
			//Should be able to place a tree anywhere on a custom model
			if (!custom)
				realPos = mb_vertices[j].Pos*(scale/nodescale) + node->getPosition();
			else
				realPos = clickPos;

            clickPos.Y = realPos.Y; 
            if(realPos.getDistanceFrom(clickPos) < (vegetationRange/2) && !getVegetationAt(vector3df(realPos.X,realPos.Y,realPos.Z)))
            {
                Vegetation* v = new Vegetation();

                //v->setPosition(vector3df(realPos.X + (rand()%5)*0.1f - 0.25f,realPos.Y/(scale/nodescale),realPos.Z + (rand()%5)*0.1f - 0.25f));
				//v->setPosition(vector3df(realPos.X + (rand()%5)*scale/100,realPos.Y,realPos.Z + (rand()%5)*scale/100));
				v->setPosition(vector3df(realPos.X,realPos.Y,realPos.Z));
                f32 treesize = (f32)(rand() % 50 + 25);
				f32 treerot = (f32)(rand() % 1 + 359);

				v->setScale(vector3df(treesize,treesize,treesize));
				v->setRotation(vector3df(0,treerot,0));

#ifdef DEBUG
				printf("Attempting to place a tree with this size: %f\n",treesize);
#endif
                vegetationVector.push_back(v);
				returnvalue = v;

				return returnvalue;

                #ifdef APP_DEBUG
                cout << "DEBUG : TERRAIN TILE : VEGETATION CREATED: " << realPos.X << "," << realPos.Y << "," << realPos.Z << "   TOTAL:" << vegetationVector.size() << endl;
                #endif
	        }
	    }
	}

	return returnvalue;

}
Пример #3
0
bool TerrainTile::loadFromXML(TiXmlElement* parentElement)
{


	s32 id = 0;
	f32 y = 0.0f;

	vector<TerrainData> vertices;
	vector3df pos=vector3df(0,0,0);
	f32 rota = 0;
	f32 scal = 0;
	f32 tsize = 0;
	int ttype = -1;
	bool atree=false;
	u32 counter=0;
	u32 counter1=0;
	u32 treecounter=0;

	if (!TerrainManager::getInstance()->isParametric()) //Old format for tiles
	{
		TiXmlNode* vertex = parentElement->FirstChild( "vertex" );
		//printf("A non-parametric project is loaded, loading tile vertices...\n");
		while( vertex != NULL )
		{
			if (!custom)
            {
				id = atoi(vertex->ToElement()->Attribute("id"));
				y = (f32)atof(vertex->ToElement()->Attribute("y"));
				this->transformMeshByVertex(id,y,false,true);
				core::stringw title=L"Getting terrain vertices:";
				title.append(stringw(counter));
				title.append(L" loaded trees:");
				title.append(stringw(treecounter));
				GUIManager::getInstance()->setTextLoader(title);
				App::getInstance()->getDevice()->getGUIEnvironment()->drawAll();
				counter1++;
			}

			stringc sttype = vertex->ToElement()->Attribute("v");
			if (sttype.size()>0)
			{
				atree=true;
				ttype=atoi(sttype.c_str());
				stringc stposx = vertex->ToElement()->Attribute("tx");
				if (stposx.size()>0)
				{
					treecounter++;
					pos.X = (f32)atof(stposx.c_str());
					pos.Y = (f32)atof(vertex->ToElement()->Attribute("ty"));
					pos.Z = (f32)atof(vertex->ToElement()->Attribute("tz"));
					stringc tsizes = vertex->ToElement()->Attribute("ts");
					stringc ttr = vertex->ToElement()->Attribute("ts");

					if (tsizes.size()>0)
						tsize=(f32)atof(vertex->ToElement()->Attribute("ts"));

					if (ttr.size()>0)
						rota=(f32)atof(vertex->ToElement()->Attribute("tr"));

					if (!TerrainManager::getInstance()->isParametric())
					{
						printf("Terrain is NOT parametric\n");
						// Now create a new tree with the informations
						Vegetation* v = new Vegetation(ttype);
						v->setPosition(pos);
						if (tsize==0.0f) //Old format, try to compensate with "default values"
						{
							f32 treesize = (f32)(rand() % 100 + 50)/100;
							treesize*= 0.3f;
							v->setScale(vector3df(treesize*(scale/7.5f),treesize*(scale/7.5f),treesize*(scale/7.5f)));
							v->setRotation(vector3df(0,0,0));
						}
						else
						{
							v->setScale(vector3df(tsize,tsize,tsize));
							v->setRotation(vector3df(0,rota,0));
						}
						// Update the infos
						vegetationVector.push_back(v);
					}
				}

			}
			vertex = parentElement->IterateChildren( "vertex", vertex );

		}

	}
	else
	{
		printf("A parametric project is loaded, loading tree informations...\n");
		TiXmlNode* tree = parentElement->FirstChild( "tree" );

		while( tree != NULL )
		{

			core::stringw title=L"Getting terrain vertices:";
			title.append(stringw(counter));
			title.append(L" loaded trees:");
			title.append(stringw(treecounter));
			GUIManager::getInstance()->setTextLoader(title);
			App::getInstance()->getDevice()->getGUIEnvironment()->drawAll();
			counter++;

			//Put back default values
			atree=false;
			ttype=-1;

			stringc sttype = tree->ToElement()->Attribute("v");
			if (sttype.size()>0)
			{
				atree=true;
				ttype=atoi(sttype.c_str());
				stringc stposx = tree->ToElement()->Attribute("tx");
				if (stposx.size()>0)
				{
					treecounter++;
					pos.X = (f32)atof(stposx.c_str());
					pos.Y = (f32)atof(tree->ToElement()->Attribute("ty"));
					pos.Z = (f32)atof(tree->ToElement()->Attribute("tz"));
					stringc tsizes = tree->ToElement()->Attribute("ts");
					stringc ttr = tree->ToElement()->Attribute("ts");

					if (tsizes.size()>0)
						tsize=(f32)atof(tree->ToElement()->Attribute("ts"));

					if (ttr.size()>0)
						rota=(f32)atof(tree->ToElement()->Attribute("tr"));

					if (TerrainManager::getInstance()->isParametric())
					{
						printf("Terrain is NOT parametric\n");
						// Now create a new tree with the informations
						Vegetation* v = new Vegetation(ttype);
						v->setPosition(pos);
						if (tsize==0.0f) //Old format, try to compensate with "default values"
						{
							f32 treesize = (f32)(rand() % 100 + 50)/100;
							treesize*= 0.3f;
							v->setScale(vector3df(treesize*(scale/7.5f),treesize*(scale/7.5f),treesize*(scale/7.5f)));
							v->setRotation(vector3df(0,0,0));
						}
						else
						{
							v->setScale(vector3df(tsize,tsize,tsize));
							v->setRotation(vector3df(0,rota,0));
						}
						// Update the infos
						vegetationVector.push_back(v);
					}
				}

			}
			if (!custom)// This slow down when loading and should be optimized.
			{
				if (TerrainManager::getInstance()->isParametric())
				{
					TerrainData data;
					data.id=id;
					data.value=y;
					data.pos=pos;
					data.type=ttype;
					data.tree=atree;
					data.rot=vector3df(0,rota,0);
					data.sca=vector3df(tsize,tsize,tsize);
					vertices.push_back(data);
				} else
					this->transformMeshByVertex(id,y,false,true);
			}

			tree = parentElement->IterateChildren( "tree", tree );
		}
	}

	//Temporary solution so we can edit the tiles (editing was only permitted on non-custom tiles)
	custom=false;
	needrecalc=true;
	//this->recalculate();
	return true;
}