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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
476
Code/Tools/LevelEdit/heightfieldeditor.cpp
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476
Code/Tools/LevelEdit/heightfieldeditor.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : leveledit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/heightfieldeditor.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/05/02 3:21p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "heightfieldeditor.h"
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#include "sceneeditor.h"
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#include "mover.h"
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#include "rendobj.h"
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#include "phys.h"
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#include "editableheightfield.h"
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#include "mousemgr.h"
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#include "texture.h"
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#include "surface.h"
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#include "terrainmaterial.h"
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#include "heightfieldpage.h"
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#include "textureloader.h"
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#include "d3d8types.h"
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#include "dx8wrapper.h"
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#include "bitmaphandler.h"
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//////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////
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float HeightfieldEditorClass::BrushInnerRadius = 10.0F;
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float HeightfieldEditorClass::BrushOutterRadius = 20.0F;
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float HeightfieldEditorClass::BrushAmount = 1.0F;
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int HeightfieldEditorClass::CurrentTextureIndex = 0;
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EditableHeightfieldClass * HeightfieldEditorClass::CurrentHeightfield = NULL;
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HeightfieldEditorClass::EDITING_MODE HeightfieldEditorClass::Mode = HeightfieldEditorClass::MODE_DEFORM;
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DynamicVectorClass<TerrainMaterialClass *> HeightfieldEditorClass::MaterialList;
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//////////////////////////////////////////////////////////////////////
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// Local constants
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//////////////////////////////////////////////////////////////////////
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static const int MAX_HEIGHTFIELD_MATERIALS = 10;
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//////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Initialize (void)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Shutdown
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Shutdown (void)
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{
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//
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// Free the list of materials
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//
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for (int index = 0; index < MaterialList.Count (); index ++) {
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REF_PTR_RELEASE (MaterialList[index]);
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}
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MaterialList.Delete_All ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Brush_Radii
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Set_Brush_Radii (float inner_radius, float outter_radius)
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{
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BrushInnerRadius = inner_radius;
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BrushOutterRadius = outter_radius;
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Get_Brush_Radii
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Get_Brush_Radii (float &inner_radius, float &outter_radius)
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{
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inner_radius = BrushInnerRadius;
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outter_radius = BrushOutterRadius;
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Mode
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Set_Mode (EDITING_MODE mode)
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{
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Mode = mode;
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// On_Frame_Update
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::On_Frame_Update (void)
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{
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//
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// Don't do any processing if we're not in heightfield editing mode
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//
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if (::Get_Mouse_Mgr ()->Get_Mouse_Mode () != MouseMgrClass::MODE_HEIGHTFIELD_EDIT) {
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return ;
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}
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//
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// Get a ray from the current view through the mouse cursor position
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//
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Vector3 v_start;
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Vector3 v_end;
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MoverClass::Get_Mouse_Ray (1000.0F, v_start, v_end);
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//
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// Cast a ray into the world and see what we've hit
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//
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CastResultStruct res;
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res.ComputeContactPoint = true;
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PhysClass *phys_obj = MoverClass::Cast_Ray (res, v_start, v_end);
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if (phys_obj != NULL) {
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//
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// For right now, add a debug box to show where the operation will occur
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//
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PhysicsSceneClass::Get_Instance ()->Add_Debug_AABox (AABoxClass (res.ContactPoint + Vector3 (0, 0, 2.0F), Vector3 (1.0F, 1.0F, 1.0F)), Vector3 (1, 0, 0));
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//
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// Check to see if this is a heightfield
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//
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RenderObjClass *model = phys_obj->Peek_Model ();
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if (model != NULL && model->Class_ID () == RenderObjClass::CLASSID_RENEGADE_TERRAIN && CurrentHeightfield != NULL) {
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EditableHeightfieldClass *heightfield = CurrentHeightfield;
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//
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// Is the left button or right button down?
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//
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if (::Get_Mouse_Mgr ()->Is_LButton_Down ()) {
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//
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// Determine what operation to perform
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//
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if (Mode == MODE_DEFORM) {
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heightfield->Deform_Heightfield (res.ContactPoint, BrushAmount, BrushInnerRadius, BrushOutterRadius);
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} else if (Mode == MODE_DEFORM_SMOOTH) {
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heightfield->Smooth_Heightfield (res.ContactPoint, BrushAmount, BrushInnerRadius, BrushOutterRadius);
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} else if (Mode == MODE_DEFORM_SMOOTH_FOUNDATION) {
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heightfield->Smooth_Foundation_Heightfield (res.ContactPoint, BrushAmount, BrushInnerRadius, BrushOutterRadius);
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} else if (Mode == MODE_QUAD_CUTOUT) {
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heightfield->Cutout_Heightfield (res.ContactPoint, BrushOutterRadius, true);
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} else if (Mode == MODE_TEXTURING) {
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heightfield->Paint_Heightfield (res.ContactPoint, CurrentTextureIndex, BrushAmount, BrushInnerRadius, BrushOutterRadius);
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}
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} else if (::Get_Mouse_Mgr ()->Is_RButton_Down ()) {
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//
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// Determine what operation to perform
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//
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if (Mode == MODE_DEFORM) {
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heightfield->Deform_Heightfield (res.ContactPoint, -BrushAmount, BrushInnerRadius, BrushOutterRadius);
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} else if (Mode == MODE_QUAD_CUTOUT) {
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heightfield->Cutout_Heightfield (res.ContactPoint, BrushOutterRadius, false);
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}
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}
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Render
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Render (void)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Create_Texture_Thumbnail
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//
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//////////////////////////////////////////////////////////////////////
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HBITMAP
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HeightfieldEditorClass::Create_Texture_Thumbnail (TextureClass *texture, int width, int height)
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{
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if (texture == NULL) {
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return NULL;
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}
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//
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// Create the thumbnail
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//
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StringClass filename = texture->Get_Full_Path ();
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HBITMAP thumbnail = Create_Texture_Thumbnail (filename, width, height);
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//
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// Release our hold on the texture
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//
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REF_PTR_RELEASE (texture);
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return thumbnail;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Create_Texture_Thumbnail
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//
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//////////////////////////////////////////////////////////////////////
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HBITMAP
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HeightfieldEditorClass::Create_Texture_Thumbnail (const char *filename, int width, int height)
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{
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if (filename == NULL) {
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return NULL;
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}
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//
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// Load the d3d surface for this texture
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//
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IDirect3DSurface8 *d3d_surface = TextureLoader::Load_Surface_Immediate (filename, WW3D_FORMAT_R8G8B8, false);
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//
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// Get information about the texture
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//
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D3DSURFACE_DESC sd;
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::ZeroMemory (&sd, sizeof(sd));
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DX8_ErrorCode (d3d_surface->GetDesc (&sd));
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//
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// Get the texture's bits so we can copy tthem
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//
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D3DLOCKED_RECT lock_rect;
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::ZeroMemory (&lock_rect, sizeof (D3DLOCKED_RECT));
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DX8_ErrorCode (d3d_surface->LockRect (&lock_rect, 0, 0));
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int src_pitch = lock_rect.Pitch;
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uint8 *src_bits = (unsigned char *)lock_rect.pBits;
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//
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// Set-up the fields of the BITMAPINFOHEADER
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// Note: Top-down DIBs use negative height in Win32.
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//
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BITMAPINFOHEADER bitmap_info = { 0 };
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bitmap_info.biSize = sizeof (BITMAPINFOHEADER);
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bitmap_info.biWidth = width;
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bitmap_info.biHeight = -height;
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bitmap_info.biPlanes = 1;
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bitmap_info.biBitCount = 24;
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bitmap_info.biCompression = BI_RGB;
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bitmap_info.biSizeImage = ((width * height) * 3);
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bitmap_info.biXPelsPerMeter = 0;
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bitmap_info.biYPelsPerMeter = 0;
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bitmap_info.biClrUsed = 0;
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bitmap_info.biClrImportant = 0;
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//
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// Create a bitmap that we can access the bits directly of
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//
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uint8 *dest_bits = NULL;
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HDC screen_dc = ::GetDC (NULL);
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HBITMAP bitmap = ::CreateDIBSection (screen_dc, (const BITMAPINFO *)&bitmap_info,
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DIB_RGB_COLORS, (void **)&dest_bits, NULL, 0L);
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int dest_pitch = (((width * 3) + 3) & ~3);
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//
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// Scale the texture to the size requested
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//
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BitmapHandlerClass::Copy_Image (dest_bits, width, height, dest_pitch, WW3D_FORMAT_R8G8B8,
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src_bits, sd.Width, sd.Height, src_pitch, WW3D_FORMAT_R8G8B8,
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NULL, 0, false);
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//
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// Free the surface
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//
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DX8_ErrorCode (d3d_surface->UnlockRect ());
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d3d_surface->Release ();
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d3d_surface = NULL;
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return bitmap;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Material
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Set_Material (int index, TerrainMaterialClass *material)
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{
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//
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// Add enough entries to the array until we've got a slot for "index"
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//
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while (index >= MaterialList.Count ()) {
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MaterialList.Add (NULL);
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}
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//
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// Add this material to its slot
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//
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REF_PTR_SET (MaterialList[index], material);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Peek_Material
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//
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//////////////////////////////////////////////////////////////////////
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TerrainMaterialClass *
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HeightfieldEditorClass::Peek_Material (int index)
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{
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TerrainMaterialClass *retval = NULL;
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//
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// Simply return the material in this slot (if it exists)
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//
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if (index >= 0 && index < MaterialList.Count ()) {
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retval = MaterialList[index];
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Get_Material
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//
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//////////////////////////////////////////////////////////////////////
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TerrainMaterialClass *
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HeightfieldEditorClass::Get_Material (int index)
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{
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//
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// Simply add a reference to the material and return its pointer
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//
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TerrainMaterialClass *retval = Peek_Material (index);
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if (retval != NULL) {
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retval->Add_Ref ();
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Load_Materials
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Load_Materials (EditableHeightfieldClass *heightfield)
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{
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if (heightfield == NULL) {
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return ;
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}
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//
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// Simply loop over and store all the materials
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//
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for (int index = 0; index < MAX_HEIGHTFIELD_MATERIALS; index ++) {
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TerrainMaterialClass *material = heightfield->Peek_Material (index);
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Set_Material (index, material);
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//
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// Update the UI
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//
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HeightfieldPageClass::Get_Instance ()->Update_Material_Button (index);
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}
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CurrentHeightfield = heightfield;
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Current_Heightfield
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::Set_Current_Heightfield (EditableHeightfieldClass *heightfield)
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{
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CurrentHeightfield = heightfield;
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Load_Materials (CurrentHeightfield);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// On_Material_Changed
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//
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//////////////////////////////////////////////////////////////////////
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void
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HeightfieldEditorClass::On_Material_Changed (int material_index)
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{
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//
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// Update the material panel UI
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//
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HeightfieldPageClass::Get_Instance ()->Update_Material_Button (material_index);
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//
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// Apply these changes to the heightfield itself
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//
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if (CurrentHeightfield != NULL) {
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CurrentHeightfield->Set_Material (material_index, MaterialList[material_index]);
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CurrentHeightfield->On_Material_Changed (material_index);
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}
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return ;
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}
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Reference in New Issue
Block a user