water cell detection

code refactoring
This commit is contained in:
devZoGok
2023-09-03 09:22:54 +03:00
parent 16250f2920
commit f228297b8a
3 changed files with 42 additions and 264 deletions
+37 -256
View File
@@ -67,15 +67,12 @@ namespace battleship{
circleRadius = MIN_RADIUS;
}
/*
void MapEditorAppState::MapEditor::toggleSelection(TerrainObject *obj, bool select){
obj->node->getMesh(0)->setWireframe(select);
selectedTerrainObject = (select ? obj : nullptr);
void MapEditorAppState::MapEditor::toggleSelection(Node *terrNode, bool select){
terrNode->getMesh(0)->setWireframe(select);
selectedTerrainNode = (select ? terrNode : nullptr);
}
*/
void MapEditorAppState::MapEditor::castSelectionRay(){
/*
Camera *cam = Root::getSingleton()->getCamera();
Vector3 startPos = cam->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
@@ -85,21 +82,19 @@ namespace battleship{
Ray::retrieveCollisions(startPos, (endPos - startPos).norm(), map->getNodeParent(), results);
Ray::sortResults(results);
if(selectedTerrainObject)
toggleSelection(selectedTerrainObject, false);
if(selectedTerrainNode)
toggleSelection(selectedTerrainNode, false);
if(!results.empty()){
for(int i = 0; i < map->getNumTerrainObjects(); i++)
if(map->getTerrainObject(i).node == results[i].mesh->getNode()){
toggleSelection(&map->getTerrainObject(i), true);
for(int i = 0; i < map->getNodeParent()->getNumChildren(); i++)
if(map->getNodeParent()->getChild(i) == results[i].mesh->getNode()){
toggleSelection(map->getNodeParent()->getChild(i), true);
break;
}
}
*/
}
void MapEditorAppState::MapEditor::createWaterbody(){
/*
Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", true);
@@ -114,16 +109,9 @@ namespace battleship{
node->attachMesh(quad);
Map *map = Map::getSingleton();
TerrainObject::Type type = TerrainObject::RECT_WATERBODY;
map->addTerrainObject(TerrainObject(pos, size, Vector3(14, 7, 14), type, node, 0, nullptr, nullptr));
int objId = map->getNumTerrainObjects() - 1;
TerrainObject &obj = map->getTerrainObject(objId);
toggleSelection(&obj, true);
prepareTerrainObjects(objId - 1, 1);
prepareCellMarkers(obj);
*/
Node *terrNodeParent = map->getNodeParent();
terrNodeParent->attachChild(node);
toggleSelection(node, true);
}
void MapEditorAppState::MapEditor::moveTerrainObject(float strength){
@@ -175,15 +163,6 @@ namespace battleship{
Node *node = new Node();
node->attachMesh(mesh);
map->getNodeParent()->attachChild(node);
/*
TerrainObject::Type type = TerrainObject::LANDMASS;
Vector3 pos = Vector3::VEC_ZERO, s = Vector3(size.x, 0, size.y);
map->addTerrainObject(TerrainObject(pos, s, Vector3(14, 6, 14), type, node, 0, nullptr, nullptr));
prepareTerrainObjects(0, 1);
prepareCellMarkers(map->getTerrainObject(0));
*/
}
void MapEditorAppState::MapEditor::prepareTextures(string basePath, bool skybox, vector<Texture*> &textures){
@@ -278,189 +257,18 @@ namespace battleship{
doc->SaveFile(name.c_str());
}
void MapEditorAppState::MapEditor::deleteWeights(){
weightsGenerated = false;
}
void MapEditorAppState::MapEditor::prepareTerrainObject(u32 **weights, Map::Cell *cells, int cellsByDim[3], float height, bool land){
/*
const int numCells = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
Vector3 initPos = -.5 * Vector3(mapSize.x, -height, mapSize.y);
Node *landmass = map->getTerrainObject(0).node;
for(int i = 0; i < numCells; i++){
int xId = i % cellsByDim[0];
int yId = int(i / (cellsByDim[0] * cellsByDim[2]));
int zId = (int(i / cellsByDim[0])) % cellsByDim[2];
cells[i].pos = initPos + Vector3(xId * cellLength, -yId * cellDepth, zId * cellWidth);
if(land){
vector<Ray::CollisionResult> res;
Ray::retrieveCollisions(Vector3(cells[i].pos.x, 100, cells[i].pos.z), -Vector3::VEC_J, landmass, res);
Ray::sortResults(res);
if(!res.empty())
cells[i].pos.y = res[0].pos.y;
}
}
MeshData meshData = landmass->getMesh(0)->getMeshBase();
for(int i = 0; i < numCells; i++){
int waterbodyId = -1;
bool impassible = false;
TerrainObject waterbody;
for(int j = 0; j < 3 * meshData.numTris; j++){
Vector3 point = Vector3(float(meshData.vertices[j].pos.x), float(meshData.vertices[j].pos.y), float(meshData.vertices[j].pos.z));
for(int k = 1; k < map->getNumTerrainObjects(); k++){
TerrainObject wb = map->getTerrainObject(k);
bool diffX = (abs(point.x - wb.pos.x) < .5 * wb.size.x);
bool diffY = (abs(point.y - wb.pos.z) < .5 * wb.size.z);
bool diffZ = (abs(point.z + wb.pos.y) < .5 * wb.size.y);
if(diffX && diffZ){
waterbodyId = k;
break;
}
}
if(waterbodyId != -1)
waterbody = map->getTerrainObject(waterbodyId);
bool withinX = (abs(point.x - cells[i].pos.x) < 0.5 * cellLength);
bool withinY = (!land ? (abs(point.y - cells[i].pos.y) < 0.5 * cellDepth) : true);
bool withinZ = (abs(point.z - cells[i].pos.z) < 0.5 * cellWidth);
bool pointWithin = (withinX && withinY && withinZ);
if(land && pointWithin && (waterbodyId != -1 && point.y < waterbody.pos.z))
impassible = true;
else if(!land && pointWithin && waterbodyId != -1)
impassible = true;
}
}
for(int i = 0; i < numCells; i++){
int xId = i % cellsByDim[0];
int yId = i / (cellsByDim[0] * cellsByDim[2]);
int zId = (i / cellsByDim[0]) % cellsByDim[2];
for(int j = 0; j < numCells; j++){
bool adjacent = false;
if(xId == 0 && j - i == 1)
adjacent = true;
else if(xId == cellsByDim[0] - 1 && j - i == -1)
adjacent = true;
else if(0 < xId && xId < cellsByDim[0] - 1 && abs(j - i) == 1)
adjacent = true;
if(yId == 0 && j - i == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(0 < yId && yId < cellsByDim[1] - 1 && abs(j - i) == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(yId == cellsByDim[1] - 1 && j - i == -(cellsByDim[0] * cellsByDim[2]))
adjacent = true;
if(zId == 0 && j - i == cellsByDim[0])
adjacent = true;
else if(zId == cellsByDim[2] - 1 && j - i == -cellsByDim[0])
adjacent = true;
else if(0 < zId && zId < cellsByDim[2] - 1 && abs(j - i) == cellsByDim[0])
adjacent = true;
weights[i][j] = IMPASS_NODE_VAL;
if(i == j)
weights[i][j] = 0;
else if(adjacent)
weights[i][j] = 1;
}
}
*/
}
void MapEditorAppState::MapEditor::prepareTerrainObjects(int startId, int numObjs){
/*
if(numObjs == -1)
numObjs = map->getNumTerrainObjects();
for(int i = startId; i < numObjs; i++){
TerrainObject &obj = map->getTerrainObject(i);
Vector3 size = obj.size;
int cellsByDim[]{
int(size.x / cellLength),
i == 0 ? 1 : int(size.y / cellDepth),
int(size.z / cellWidth)
};
const int numCells = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
Cell *cells = new Cell[numCells];
u32 **weights = new u32*[numCells];
for(int i = 0; i < numCells; i++)
weights[i] = new u32[numCells];
obj.cells = cells;
obj.numCells = numCells;
obj.weights = weights;
prepareTerrainObject(weights, cells, cellsByDim, (i > 0 ? obj.pos.y : 0), i == 0);
}
*/
}
/*
string MapEditorAppState::MapEditor::parseTerrainObject(TerrainObject &terrObj){
string terrObjStr = "{\n";
if(terrObj.type = TerrainObject::LANDMASS)
terrObjStr += "model = \"" + map->getMapName() + ".xml\",\n";
terrObjStr += "albedoMap = \"" + map->getMapName() + ".jpg\",\n";
terrObjStr += "size = {x = " + to_string(terrObj.pos.x) + ", y = " + to_string(terrObj.pos.y) + ", z = " + to_string(terrObj.pos.z) + "},\n";
terrObjStr += "nodes = {\n";
terrObjStr += "numCells = " + to_string(terrObj.numCells) + ",\n";
terrObjStr += "size = {x = " + to_string(cellLength) + ", y = " + to_string(cellDepth) + ", z = " + to_string(cellWidth) + "},\n";
terrObjStr += "pos = {\n";
for(int i = 0; i < terrObj.numCells; i++)
terrObjStr += "{x = " + to_string(terrObj.cells[i].pos.x) + ", y = " + to_string(terrObj.cells[i].pos.y) + ", z = " + to_string(terrObj.cells[i].pos.z) + "},\n";
terrObjStr += "},\nimpassible = {\n";
for(int i = 0; i < terrObj.numCells; i++){
terrObjStr += (terrObj.cells[i].impassible ? "true" : "false");
terrObjStr += ",\n";
}
terrObjStr += "},\nweights = {\n";
for(int i = 0; i < terrObj.numCells; i++)
for(int j = 0; j < terrObj.numCells; j++)
terrObjStr += to_string(terrObj.weights[i][j]) + ", ";
terrObjStr += "}\n}\n},\n";
return terrObjStr;
}
*/
vector<Map::Cell> MapEditorAppState::MapEditor::generateMapCells(){
Vector3 startPos = -.49 * Vector3(mapSize.x, 0, mapSize.y), cellSize = map->getCellSize();
int numHorCells = int(mapSize.x / cellSize.x);
int numVertCells = int(mapSize.y / cellSize.z);
vector<Map::Cell> cells;
Node *terrainNode = map->getNodeParent();
for(int i = 0; i < numVertCells; i++)
for(int j = 0; j < numHorCells; j++){
vector<Ray::CollisionResult> res;
Vector3 rayPos = startPos + Vector3(cellSize.x * j, 100, cellSize.z * i);
Ray::retrieveCollisions(rayPos, -Vector3::VEC_J, map->getNodeParent()->getChild(0), res);
Ray::retrieveCollisions(rayPos, -Vector3::VEC_J, terrainNode->getChild(0), res);
Ray::sortResults(res);
if(res.empty()){
@@ -468,7 +276,17 @@ namespace battleship{
continue;
}
//TODO implement logic to check if point is within water body
Map::Cell::Type type = Map::Cell::Type::LAND;
for(int k = 1; k < terrainNode->getNumChildren(); k++){
Vector3 waterPos = terrainNode->getChild(k)->getPosition();
Vector3 waterSize = ((Quad*)terrainNode->getChild(k)->getMesh(0))->getSize();
if(fabs(res[0].pos.x - waterPos.x) < .5 * cellSize.x && fabs(res[0].pos.z - waterPos.z) < .5 * cellSize.z){
type = Map::Cell::Type::WATER;
break;
}
}
vector<Map::Edge> edges;
int weight = 1;
@@ -485,15 +303,15 @@ namespace battleship{
if(i < numVertCells - 1)
edges.push_back(Map::Edge(weight, numVertCells * i + j, numVertCells * (i + 1) + j));
cells.push_back(Map::Cell(res[0].pos, Map::Cell::Type::LAND, edges));
cells.push_back(Map::Cell(res[0].pos, type, edges));
}
return cells;
}
void MapEditorAppState::MapEditor::generateMapScript(){
int numTerrObjs = 0;
string mapScript = "map = {\nnumWaterBodies = " + to_string(numTerrObjs) + ",\n";
int numWaterBodies = map->getNodeParent()->getNumChildren() - 1;
string mapScript = "map = {\nnumWaterBodies = " + to_string(numWaterBodies) + ",\n";
mapScript += "impassibleNodeValue = " + to_string(IMPASS_NODE_VAL) + ",\n";
mapScript += "numPlayers = " + to_string(map->getNumPlayers()) + ",\n";
@@ -568,10 +386,16 @@ namespace battleship{
mapScript += "skybox = \"" + skyboxPath + "\",\n";
mapScript += "terrain = {model = \"" + map->getMapName() + ".xml\", albedo = \"" + map->getMapName() + ".jpg\"},\n";
mapScript += "waterbodies = {";
mapScript += "waterbodies = {\n";
for(int i = 1; i < numTerrObjs; i++){}
//mapScript += parseTerrainObject(map->getTerrainObject(i));
for(int i = 0; i < numWaterBodies; i++){
Node *waterNode = map->getNodeParent()->getChild(i + 1);
Vector3 pos = waterNode->getPosition();
Vector3 size = ((Quad*)waterNode->getMesh(0))->getSize();
mapScript +=
"{pos = {x = " + to_string(pos.x) + ", y = " + to_string(pos.y) + ", z = " + to_string(pos.z) + "},\
size = {x = " + to_string(size.x) + ", y = " + to_string(size.y) + "}, albedo = \"water.jpg\"},";
}
mapScript += "}\n}";
@@ -582,39 +406,6 @@ namespace battleship{
outFile.close();
}
void MapEditorAppState::MapEditor::toggleCellMarkers(){
/*
cellMarkersVisible = !cellMarkersVisible;
for(TerrainObject &obj : map->getTerrainObjects())
for(Node *cellMarker : obj.cellMarkers)
cellMarker->setVisible(cellMarkersVisible);
*/
}
/*
void MapEditorAppState::MapEditor::prepareCellMarkers(TerrainObject &obj){
Root *root = Root::getSingleton();
Node *rootNode = root->getRootNode();
for(int i = 0; i < obj.numCells; i++){
Material *mat = new Material(root->getLibPath() + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
Box *box = new Box(Vector3(1, 3, 1));
box->setMaterial(mat);
Node *cellMarker = new Node(obj.cells[i].pos);
cellMarker->attachMesh(box);
cellMarker->setVisible(cellMarkersVisible);
rootNode->attachChild(cellMarker);
obj.cellMarkers.push_back(cellMarker);
}
}
*/
void MapEditorAppState::MapEditor::exportMap(){
string assetsPath = GameManager::getSingleton()->getPath();
string mapFolder = assetsPath + "Models/Maps/" + map->getMapName() + "/";
@@ -731,14 +522,12 @@ namespace battleship{
case Bind::CREATE_WATERBODY:
if(isPressed) mapEditor->createWaterbody();
break;
/*
case Bind::MOVE_TERR_OBJ:
if(isPressed) mapEditor->setMovingTerrainObject(true);
break;
case Bind::STOP_TERR_OBJ:
if(isPressed) mapEditor->setMovingTerrainObject(false);
break;
*/
case Bind::MOVE_X_AXIS:
case Bind::MOVE_Y_AXIS:
case Bind::MOVE_Z_AXIS:
@@ -747,12 +536,6 @@ namespace battleship{
mapEditor->setMovementAxis(axis);
}
break;
case Bind::GENERATE_WEIGHTS:
mapEditor->prepareTerrainObjects();
break;
case Bind::TOGGLE_CELL_MARKERS:
if(isPressed) mapEditor->toggleCellMarkers();
break;
}
}
@@ -776,15 +559,13 @@ namespace battleship{
camCtr->orientCamera(Vector3(0, 1, 0), strength);
break;
/*
case Bind::PUSH_VERTS_UP:
case Bind::PUSH_VERTS_DOWN:
if(mapEditor->isPushing()) mapEditor->pushLandmassVerts(strength);
else if(mapEditor->isMovingTerrainObject() && mapEditor->getSelectedTerrainObject() != &Map::getSingleton()->getTerrainObject(0))
else if(mapEditor->isMovingTerrainObject() && mapEditor->getSelectedNode() != Map::getSingleton()->getNodeParent()->getChild(0))
mapEditor->moveTerrainObject(strength);
break;
*/
}
}
}