apply changes requested in the code review

This commit is contained in:
Calandiel 2024-08-20 22:52:55 +02:00 committed by Sebastian Fieber
parent 378093791b
commit c711179b8f
4 changed files with 15 additions and 14 deletions

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@ -17,13 +17,6 @@ namespace MWLua
sol::state_view& lua = context.mLua->sol();
sol::table landApi(lua, sol::create);
// Constants
landApi["RANGE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, ESM::RangeType>({
{ "Self", ESM::RT_Self },
{ "Touch", ESM::RT_Touch },
{ "Target", ESM::RT_Target },
}));
landApi["getHeightAt"] = [](const osg::Vec3f& pos, sol::object cellOrName) {
ESM::RefId worldspace;
if (cellOrName.is<GCell>())
@ -63,7 +56,7 @@ namespace MWLua
return ESMTerrain::Storage::getHeightAt(landData->mHeights, landData->sLandSize, pos, cellSize);
};
landApi["getLandTextureAt"] = [lua = context.mLua](const osg::Vec3f& pos, sol::object cellOrName) {
landApi["getTextureAt"] = [lua = context.mLua](const osg::Vec3f& pos, sol::object cellOrName) {
sol::variadic_results values;
ESM::RefId worldspace;
if (cellOrName.is<GCell>())
@ -85,6 +78,11 @@ namespace MWLua
auto store = MWBase::Environment::get().getESMStore();
// We need to read land twice. Once to get the amount of texture samples per cell edge, and the second time
// to get the actual data
// This is because the visual land textures are offset with regards to quads that are rendered for terrain.
// To properly calculate that offset, we need to know how many texture samples exist per cell edge,
// as it differs between tes3 and tes4. It's equal -
// Once we know the value, we will calculate the offset and retrieve a sample again, this time
// with the offset taken into account.
auto landStore = store->get<ESM::Land>();
auto land = landStore.search(cellX, cellY);
const ESM::Land::LandData* landData = nullptr;
@ -105,6 +103,8 @@ namespace MWLua
return values;
}
// Use landData to get amount of sampler per cell edge (sLandTextureSize)
// and then get the corrected position that will map to the rendered texture
const osg::Vec3f correctedPos
= ESMTerrain::Storage::getTextureCorrectedWorldPos(pos, landData->sLandTextureSize, cellSize);
int correctedCellX = static_cast<int>(std::floor(correctedPos.x() / cellSize));
@ -128,7 +128,7 @@ namespace MWLua
// We're passing in sLandTextureSize, NOT sLandSize like with getHeightAt
const ESMTerrain::UniqueTextureId textureId
= ESMTerrain::Storage::getLandTextureAt(correctedLandData->mTextures, correctedLand->getPlugin(),
= ESMTerrain::Storage::getTextureAt(correctedLandData->mTextures, correctedLand->getPlugin(),
correctedLandData->sLandTextureSize, correctedPos, cellSize);
// Need to check for 0, 0 so that we can safely subtract 1 later, as per documentation on UniqueTextureId

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@ -2,11 +2,11 @@
#include <algorithm>
#include <optional>
#include <osg/Vec3f>
#include <stdexcept>
#include <osg/Image>
#include <osg/Plane>
#include <osg/Vec3f>
#include <components/debug/debuglog.hpp>
#include <components/esm/esmterrain.hpp>
@ -475,6 +475,7 @@ namespace ESMTerrain
blendmaps.clear(); // If a single texture fills the whole terrain, there is no need to blend
}
// Returns a position that can be used to look up a land texture, while taking their offset into account
osg::Vec3f Storage::getTextureCorrectedWorldPos(
const osg::Vec3f& uncorrectedWorldPos, const int textureSize, const float cellSize)
{
@ -485,7 +486,7 @@ namespace ESMTerrain
}
// Takes in a corrected world pos to match the visuals.
UniqueTextureId Storage::getLandTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
UniqueTextureId Storage::getTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
const int textureSize, const osg::Vec3f& correctedWorldPos, const float cellSize)
{
int cellX = static_cast<int>(std::floor(correctedWorldPos.x() / cellSize));

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@ -120,7 +120,7 @@ namespace ESMTerrain
static osg::Vec3f getTextureCorrectedWorldPos(
const osg::Vec3f& uncorrectedWorldPos, const int textureSize, const float cellSize);
static UniqueTextureId getLandTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
static UniqueTextureId getTextureAt(const std::span<const std::uint16_t> landData, const int plugin,
const int textureSize, const osg::Vec3f& worldPos, const float cellSize);
/// Get the transformation factor for mapping cell units to world units.

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@ -467,10 +467,10 @@
---
-- Get the terrain texture at a given location.
-- @function [parent=#Land] getLandTextureAt
-- @function [parent=#Land] getTextureAt
-- @param openmw.util#Vector3 position
-- @param #any cellOrName (optional) cell or cell name in their exterior world space to query
-- @return #nil, #number Land texture index or nil if failed to retrieve the texture
-- @return #nil, #number Land texture index or nil if failed to retrieve the texture. Landscape textures created through editors such as openmw-cs can be assigned an id to differentiate them, that is also used for terrain rendering. The value returned here corresponds to that value. See also LTEX records (https://en.uesp.net/wiki/Morrowind_Mod:Mod_File_Format/LTEX)
-- @return #nil, #number Plugin id or nil if failed to retrieve the texture
-- @return #nil, #string Texture path or nil if one isn't defined