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OpenMW is an open implementation of the Morrowind engine
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2.5 kB · 82 lines
C++
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#include <components/esm3/loadland.hpp>#include <components/esm4/loadland.hpp>#include <components/misc/constants.hpp>
namespace{ constexpr std::uint16_t textures[ESM::LandRecordData::sLandNumTextures]{ 0 };
std::unique_ptr<const ESM::LandRecordData> loadData(const ESM::Land& land, int loadFlags) { std::unique_ptr<ESM::LandRecordData> result = std::make_unique<ESM::LandRecordData>(); land.loadData(loadFlags, *result); return result; }}
namespace ESM{ LandData::LandData() = default;}
ESM::LandData::LandData(const ESM::Land& land, int loadFlags) : mData(loadData(land, loadFlags)) , mHeights(mData->mHeights) , mNormals(mData->mNormals) , mColors(mData->mColours) , mTextures(mData->mTextures) , mLoadFlags(mData->mDataLoaded) , mMinHeight(mData->mMinHeight) , mMaxHeight(mData->mMaxHeight) , mSize(Constants::CellSizeInUnits) , mLandSize(ESM::Land::LAND_SIZE) , mPlugin(land.getPlugin()){}
ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/) : mHeightsData(ESM4::Land::sLandNumVerts) , mNormals(land.mVertNorm) , mColors(land.mVertColr) , mTextures(textures) , mLoadFlags(land.mDataTypes) // ESM4::Land is always fully loaded. TODO: implement lazy loading , mMinHeight(std::numeric_limits<float>::max()) , mMaxHeight(std::numeric_limits<float>::lowest()) , mSize(Constants::ESM4CellSizeInUnits) , mLandSize(ESM4::Land::sVertsPerSide) , mPlugin(land.mId.mContentFile) , mIsEsm4(true){ float rowOffset = land.mHeightMap.heightOffset; for (int y = 0; y < mLandSize; y++) { rowOffset += land.mHeightMap.gradientData[y * mLandSize];
const float heightY = rowOffset * ESM4::Land::sHeightScale; mHeightsData[y * mLandSize] = heightY; mMinHeight = std::min(mMinHeight, heightY); mMaxHeight = std::max(mMaxHeight, heightY);
float colOffset = rowOffset; for (int x = 1; x < mLandSize; x++) { colOffset += land.mHeightMap.gradientData[y * mLandSize + x]; const float heightX = colOffset * ESM4::Land::sHeightScale; mMinHeight = std::min(mMinHeight, heightX); mMaxHeight = std::max(mMaxHeight, heightX); mHeightsData[x + y * mLandSize] = heightX; } }
mHeights = mHeightsData;
for (int i = 0; i < 4; ++i) mEsm4Textures[i] = land.mTextures[i];}
namespace ESM{ LandData::~LandData() = default;}