Serious-Engine/Sources/Engine/Math/TextureMapping.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_TEXTUREMAPPING_H
#define SE_INCL_TEXTUREMAPPING_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Math/Vector.h>
/* General coordinate naming notes:
* s,t are texture coordinates in default mapping on a plane
* +s=right
* +t=down
* u,v are texture coordinates in mapping on a polygon
* +u=right
* +v=down
* i,j are coordinates on screen
* +i=right
* +j=down
* k is distance from screen normalized to be in interval [1,+inf>
* +1= near clip plane
* +inf= far away (infinity) (not normalized to far clip plane!)
* x,y,z are coordinates in 3D
* +x=right
* +y=up
* -z=front
*/
/*
* Gradients for a variable lineary interpolated along the screen.
*/
class CPlanarGradients {
public:
FLOAT pg_f00; // value at upper left corner
FLOAT pg_fDOverDI; // horizontal gradient
FLOAT pg_fDOverDJ; // vertical gradient
public:
// calculate value at some point on screen (i,j)
inline FLOAT GetValue(FLOAT fI, FLOAT fJ) {
return pg_f00 + pg_fDOverDI*fI + pg_fDOverDJ*fJ;
};
// set constant gradients
inline void Constant(FLOAT fConst) {
pg_f00 = fConst;
pg_fDOverDI = 0;
pg_fDOverDJ = 0;
}
// multiply gradients by given factor
inline void Multiply(FLOAT fMul) {
pg_f00 *= fMul;
pg_fDOverDI *= fMul;
pg_fDOverDJ *= fMul;
};
// add given constant to gradients
inline void Add(FLOAT fAdd) {
pg_f00 += fAdd;
};
// translate gradients in screen space
inline void TranslateOnScreen(FLOAT fI, FLOAT fJ) {
pg_f00 += pg_fDOverDI*fI + pg_fDOverDJ*fJ;
};
};
/*
* Description of texture mapping on a polygon relative to default mapping for its plane,
* version used to communicating information to user.
*/
class ENGINE_API CMappingDefinitionUI {
public:
ANGLE mdui_aURotation;// rotation angle of u axis from s axis
ANGLE mdui_aVRotation;// rotation angle of v axis from t axis
FLOAT mdui_fUStretch; // stretch in u direction
FLOAT mdui_fVStretch; // stretch in v direction
FLOAT mdui_fUOffset; // offset in u direction
FLOAT mdui_fVOffset; // offset in v direction
};
/*
* Vectors defining a transformed mapping on a plane.
*/
class ENGINE_API CMappingVectors {
public:
FLOAT3D mv_vO; // origin
FLOAT3D mv_vU; // u axis direction
FLOAT3D mv_vV; // v axis direction
// calculate default texture mapping control points from a plane
void FromPlane(const FLOATplane3D &plPlane);
void FromPlane_DOUBLE(const DOUBLEplane3D &plPlane);
// calculate plane from default mapping vectors
void ToPlane(FLOATplane3D &plPlane) const;
};
#ifdef NETSTRUCTS_PACKED
#pragma pack(1)
#endif
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/*
* Description of texture mapping on a polygon relative to default mapping for its plane.
*/
class ENGINE_API CMappingDefinition {
public:
FLOAT md_fUoS; // u vector relative to default mapping
FLOAT md_fUoT;
FLOAT md_fVoS; // v vector relative to default mapping
FLOAT md_fVoT;
FLOAT md_fUOffset; // offset in u direction
FLOAT md_fVOffset; // offset in v direction
// default constructor
inline CMappingDefinition(void) :
md_fUoS(1), md_fUoT(0),
md_fVoS(0), md_fVoT(1),
md_fUOffset(0), md_fVOffset(0) {};
// convert to human-friendly format
void ToUI(CMappingDefinitionUI &mdui) const;
// convert from human-friendly format
void FromUI(const CMappingDefinitionUI &mdui);
// convert to mapping vectors
void ToMappingVectors(const CMappingVectors &mvDefault, CMappingVectors &mvVectors) const;
// convert from mapping vectors
void FromMappingVectors(const CMappingVectors &mvDefault, const CMappingVectors &mvVectors);
// make mapping vectors for this mapping
void MakeMappingVectors(const CMappingVectors &mvSrc, CMappingVectors &mvDst) const;
// transform default mapping vectors to mapping vectors for this mapping
void TransformMappingVectors(const CMappingVectors &mvSrc, CMappingVectors &mvDst) const;
// project another mapping on this one
void ProjectMapping(const FLOATplane3D &plOriginal, const CMappingDefinition &mdOriginal,
const FLOATplane3D &pl);
// translate mapping in 3D
void Translate(const CMappingVectors &mvDefault, const FLOAT3D &vTranslation);
// rotate mapping in 3D
void Rotate(const CMappingVectors &mvDefault, const FLOAT3D &vRotationOrigin, ANGLE aRotation);
// center mapping to given point in 3D
void Center(const CMappingVectors &mvDefault, const FLOAT3D &vNewOrigin);
// transform mapping from one placement to another
void Transform(const FLOATplane3D &plPlane,
const class CPlacement3D &plSource, const class CPlacement3D &plTarget);
// convert from old version of texture mapping defintion
void ReadOld_t(CTStream &strm); // throw char *
// find texture coordinates for an object-space point
void GetTextureCoordinates(
const CMappingVectors &mvDefault, const FLOAT3D &vSpace, MEX2D &vTexture) const;
// find object-space coordinates for a texture point
void GetSpaceCoordinates(
const CMappingVectors &mvDefault, const MEX2D &vTexture, FLOAT3D &vSpace) const;
};
#ifdef NETSTRUCTS_PACKED
#pragma pack()
#endif
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// stream operations
ENGINE_API CTStream &operator>>(CTStream &strm, CMappingDefinition &md); // throw char *
ENGINE_API CTStream &operator<<(CTStream &strm, const CMappingDefinition &md); // throw char *
#endif /* include-once check. */