mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
72edf1c720
many unused functions and variables are now commented out You'll still get tons of warnings, which should mostly fall in one of the following categories: 1. Unnecessary variables or values generated from .es scripts 2. Pointers assigned to from functions with side-effects: DO NOT REMOVE! Like CEntity *penNew = CreateEntity_t(...); - even if penNew isn't used, CreateEntity() must be called there!
361 lines
12 KiB
C++
361 lines
12 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Math/TextureMapping.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Math/Plane.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Math/Projection_DOUBLE.h>
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// calculate default texture mapping control points from a plane
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void CMappingVectors::FromPlane(const FLOATplane3D &plPlane)
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{
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// take origin at plane reference point
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mv_vO = plPlane.ReferencePoint();
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// if the plane is mostly horizontal
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if (Abs(plPlane(2))>0.5) {
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// use cross product of +x axis and plane normal as +s axis
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mv_vU = FLOAT3D(1.0f, 0.0f, 0.0f)*(FLOAT3D&)plPlane;
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// if the plane is mostly vertical
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} else {
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// use cross product of +y axis and plane normal as +s axis
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mv_vU = FLOAT3D(0.0f, 1.0f, 0.0f)*(FLOAT3D&)plPlane;
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}
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// make +s axis normalized
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mv_vU.Normalize();
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// use cross product of plane normal and +s axis as +t axis
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mv_vV = mv_vU*(FLOAT3D &)plPlane;
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}
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void CMappingVectors::FromPlane_DOUBLE(const DOUBLEplane3D &plPlane)
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{
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FromPlane(DOUBLEtoFLOAT(plPlane));
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}
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// calculate plane from default mapping vectors
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void CMappingVectors::ToPlane(FLOATplane3D &plPlane) const
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{
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plPlane = FLOATplane3D(mv_vV*mv_vU, mv_vO);
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}
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// convert to human-friendly format
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void CMappingDefinition::ToUI(CMappingDefinitionUI &mdui) const
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{
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// make a copy of parameters
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FLOAT fUoS = md_fUoS;
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FLOAT fUoT = md_fUoT;
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FLOAT fVoS = md_fVoS;
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FLOAT fVoT = md_fVoT;
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// find size of mapping vectors
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FLOAT fUSize = FLOAT(sqrt(fUoS*fUoS+fUoT*fUoT));
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FLOAT fVSize = FLOAT(sqrt(fVoS*fVoS+fVoT*fVoT));
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// find rotation of both vectors
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ANGLE aURot = -(ATan2(fVoT, fVoS)-90.0f);
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ANGLE aVRot = -(ATan2(fUoT, fUoS));
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// use the found values
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Snap(aURot, 0.001f);
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Snap(aVRot, 0.001f);
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mdui.mdui_aURotation= NormalizeAngle(aURot);
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mdui.mdui_aVRotation= NormalizeAngle(aVRot);
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mdui.mdui_fUStretch = 1/fUSize;
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mdui.mdui_fVStretch = 1/fVSize;
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mdui.mdui_fUOffset = md_fUOffset;
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mdui.mdui_fVOffset = md_fVOffset;
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}
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// convert from human-friendly format
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void CMappingDefinition::FromUI(const CMappingDefinitionUI &mdui)
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{
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// extract all values from mapping definition
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md_fUoS = +Cos(-(mdui.mdui_aVRotation));
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md_fUoT = +Sin(-(mdui.mdui_aVRotation));
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md_fVoS = +Cos(-(mdui.mdui_aURotation)+AngleDeg(90.0f));
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md_fVoT = +Sin(-(mdui.mdui_aURotation)+AngleDeg(90.0f));
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md_fUoS /= mdui.mdui_fUStretch;
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md_fUoT /= mdui.mdui_fUStretch;
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md_fVoS /= mdui.mdui_fVStretch;
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md_fVoT /= mdui.mdui_fVStretch;
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md_fUOffset = mdui.mdui_fUOffset;
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md_fVOffset = mdui.mdui_fVOffset;
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}
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// make mapping vectors for this mapping
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void CMappingDefinition::MakeMappingVectors( const CMappingVectors &mvSrc, CMappingVectors &mvDst) const
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{
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const FLOAT uos = md_fUoS;
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const FLOAT uot = md_fUoT;
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const FLOAT vos = md_fVoS;
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const FLOAT vot = md_fVoT;
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const FLOAT ood = 1.0f / (uos*vot-uot*vos);
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const FLOAT sou = +vot*ood; const FLOAT sov = -uot*ood;
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const FLOAT tov = +uos*ood; const FLOAT tou = -vos*ood;
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mvDst.mv_vO = mvSrc.mv_vO
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+ mvSrc.mv_vU * (md_fUOffset*sou + md_fVOffset*sov)
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+ mvSrc.mv_vV * (md_fUOffset*tou + md_fVOffset*tov);
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mvDst.mv_vU = mvSrc.mv_vU*uos + mvSrc.mv_vV*uot;
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mvDst.mv_vV = mvSrc.mv_vU*vos + mvSrc.mv_vV*vot;
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}
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// transform default mapping vectors to mapping vectors for this mapping
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void CMappingDefinition::TransformMappingVectors( const CMappingVectors &mvSrc, CMappingVectors &mvDst) const
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{
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const FLOAT uos = md_fUoS;
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const FLOAT uot = md_fUoT;
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const FLOAT vos = md_fVoS;
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const FLOAT vot = md_fVoT;
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mvDst.mv_vU = mvSrc.mv_vU*uos + mvSrc.mv_vV*uot;
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mvDst.mv_vV = mvSrc.mv_vU*vos + mvSrc.mv_vV*vot;
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{
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FLOAT sou2 = mvDst.mv_vU%mvDst.mv_vU;
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FLOAT sov2 = mvDst.mv_vV%mvDst.mv_vU;
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FLOAT tou2 = mvDst.mv_vU%mvDst.mv_vV;
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FLOAT tov2 = mvDst.mv_vV%mvDst.mv_vV;
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FLOAT ood2 = 1/(sou2*tov2-sov2*tou2);
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FLOAT uos2 = +tov2*ood2; FLOAT uot2 = -sov2*ood2;
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FLOAT vot2 = +sou2*ood2; FLOAT vos2 = -tou2*ood2;
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mvDst.mv_vO = mvSrc.mv_vO
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+ mvDst.mv_vU * (md_fUOffset*uos2 + md_fVOffset*vos2) // FIXME: should vos2 have been uot2 here?
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+ mvDst.mv_vV * (md_fUOffset*vos2 + md_fVOffset*vot2);
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}
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}
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// convert to mapping vectors
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void CMappingDefinition::ToMappingVectors( const CMappingVectors &mvDefault, CMappingVectors &mvVectors) const
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{
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const FLOAT uos = md_fUoS;
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const FLOAT uot = md_fUoT;
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const FLOAT vos = md_fVoS;
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const FLOAT vot = md_fVoT;
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const FLOAT ood = 1.0f /(uos*vot-uot*vos);
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const FLOAT sou = +vot*ood; const FLOAT sov = -uot*ood;
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const FLOAT tov = +uos*ood; const FLOAT tou = -vos*ood;
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mvVectors.mv_vO = mvDefault.mv_vO
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+ mvDefault.mv_vU * (md_fUOffset*sou + md_fVOffset*sov)
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+ mvDefault.mv_vV * (md_fUOffset*tou + md_fVOffset*tov);
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mvVectors.mv_vU = mvDefault.mv_vU*sou + mvDefault.mv_vV*tou;
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mvVectors.mv_vV = mvDefault.mv_vU*sov + mvDefault.mv_vV*tov;
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}
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// convert from mapping vectors
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void CMappingDefinition::FromMappingVectors(
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const CMappingVectors &mvDefault, const CMappingVectors &mvVectors)
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{
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FLOAT sou = mvVectors.mv_vU%mvDefault.mv_vU;
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FLOAT sov = mvVectors.mv_vV%mvDefault.mv_vU;
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FLOAT tou = mvVectors.mv_vU%mvDefault.mv_vV;
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FLOAT tov = mvVectors.mv_vV%mvDefault.mv_vV;
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FLOAT ood = 1/(sou*tov-sov*tou);
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FLOAT uos = +tov*ood; FLOAT uot = -sov*ood;
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FLOAT vot = +sou*ood; FLOAT vos = -tou*ood;
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md_fUoS = uos;
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md_fUoT = uot;
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md_fVoS = vos;
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md_fVoT = vot;
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FLOAT3D vOffset = mvVectors.mv_vO-mvDefault.mv_vO;
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FLOAT s = vOffset%mvDefault.mv_vU;
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FLOAT t = vOffset%mvDefault.mv_vV;
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md_fUOffset = uos*s+uot*t;
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md_fVOffset = vos*s+vot*t;
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}
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// convert from old version of texture mapping defintion
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void CMappingDefinition::ReadOld_t(CTStream &strm) // throw char *
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{
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// old texture mapping orientation and offsets structure
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// - obsolete - used only for loading old worlds
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class CTextureMapping_old {
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public:
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ULONG tm_ulFlags; // flags
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ANGLE tm_aRotation; // angle of texture rotation
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FLOAT tm_fOffsetU; // texture offsets (in meters)
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FLOAT tm_fOffsetV;
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} tmo;
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strm>>tmo.tm_ulFlags;
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strm>>tmo.tm_aRotation;
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strm>>tmo.tm_fOffsetU;
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strm>>tmo.tm_fOffsetV;
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FLOAT fSin = Sin(tmo.tm_aRotation);
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FLOAT fCos = Cos(tmo.tm_aRotation);
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md_fUOffset = -tmo.tm_fOffsetU;
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md_fVOffset = -tmo.tm_fOffsetV;
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md_fUoS = +fCos;
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md_fUoT = -fSin;
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md_fVoS = +fSin;
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md_fVoT = +fCos;
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}
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/* Find texture coordinates for an object-space point. */
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void CMappingDefinition::GetTextureCoordinates(
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const CMappingVectors &mvDefault, const FLOAT3D &vSpace, MEX2D &vTexture) const
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{
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FLOAT3D vOffset = vSpace-mvDefault.mv_vO;
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FLOAT s = mvDefault.mv_vU%vOffset;
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FLOAT t = mvDefault.mv_vV%vOffset;
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FLOAT u = s*md_fUoS+t*md_fUoT;
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FLOAT v = s*md_fVoS+t*md_fVoT;
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vTexture(1) = FloatToInt((u+md_fUOffset)*1024.0f);
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vTexture(2) = FloatToInt((v+md_fVOffset)*1024.0f);
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}
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/* Find object-space coordinates for a texture point. */
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void CMappingDefinition::GetSpaceCoordinates(
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const CMappingVectors &mvDefault, const MEX2D &vTexture, FLOAT3D &vSpace) const
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{
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FLOAT uos = md_fUoS;
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FLOAT uot = md_fUoT;
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FLOAT vos = md_fVoS;
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FLOAT vot = md_fVoT;
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FLOAT ood = 1/(uos*vot-uot*vos);
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FLOAT sou = +vot*ood; FLOAT sov = -uot*ood;
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FLOAT tov = +uos*ood; FLOAT tou = -vos*ood;
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FLOAT u = (vTexture(1)/1024.0f)+md_fUOffset;
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FLOAT v = (vTexture(2)/1024.0f)+md_fVOffset;
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FLOAT s = u*sou+v*sov;
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FLOAT t = u*tou+v*tov;
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vSpace = mvDefault.mv_vO+mvDefault.mv_vU*s+mvDefault.mv_vV*t;
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}
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// project another mapping on this one
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void CMappingDefinition::ProjectMapping(const FLOATplane3D &plOriginal, const CMappingDefinition &mdOriginal,
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const FLOATplane3D &pl)
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{
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// make original mapping vectors
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CMappingVectors mvDefaultOrg;
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mvDefaultOrg.FromPlane(plOriginal);
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CMappingVectors mvOriginal;
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mdOriginal.ToMappingVectors(mvDefaultOrg, mvOriginal);
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// transform them to this plane
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CMappingVectors mv;
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mv.mv_vO = pl.DeprojectPoint (plOriginal, mvOriginal.mv_vO);
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mv.mv_vU = pl.DeprojectDirection(plOriginal, mvOriginal.mv_vU);
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mv.mv_vV = pl.DeprojectDirection(plOriginal, mvOriginal.mv_vV);
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//FLOAT3D vOTest = plOriginal.ProjectPoint(mv.mv_vO);
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//FLOAT3D vUTest = plOriginal.ProjectDirection(mv.mv_vU);
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//FLOAT3D vVTest = plOriginal.ProjectDirection(mv.mv_vV);
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// make mapping on this plane
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CMappingVectors mvDefault;
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mvDefault.FromPlane(pl);
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FromMappingVectors(mvDefault, mv);
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}
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// translate mapping in 3D
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void CMappingDefinition::Translate(const CMappingVectors &mvDefault, const FLOAT3D &vTranslation)
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{
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FLOATplane3D plPlane;
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mvDefault.ToPlane(plPlane);
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// make mapping vectors
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CMappingVectors mv;
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ToMappingVectors(mvDefault, mv);
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// translate mapping origin
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mv.mv_vO+=plPlane.ProjectDirection(vTranslation);
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// convert back from new mapping vectors
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FromMappingVectors(mvDefault, mv);
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}
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// rotate mapping in 3D
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void CMappingDefinition::Rotate(const CMappingVectors &mvDefault,
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const FLOAT3D &vRotationOrigin, ANGLE aRotation)
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{
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FLOATplane3D plPlane;
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mvDefault.ToPlane(plPlane);
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// project rotation origin to the plane
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FLOAT3D vProjectedRotationOrigin = plPlane.ProjectPoint(vRotationOrigin);
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// get texture coordinates of the origin before rotation
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MEX2D vmexRotationOrigin0;
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GetTextureCoordinates(mvDefault, vProjectedRotationOrigin, vmexRotationOrigin0);
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// rotate the mapping
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CMappingDefinitionUI mdui;
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ToUI(mdui);
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mdui.mdui_aURotation+=aRotation;
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mdui.mdui_aVRotation+=aRotation;
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FromUI(mdui);
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// get texture coordinates of the origin after rotation
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MEX2D vmexRotationOrigin1;
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GetTextureCoordinates(mvDefault, vProjectedRotationOrigin, vmexRotationOrigin1);
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// adjust texture offsets so that origin stays on same place in texture
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md_fUOffset += (vmexRotationOrigin1(1)-vmexRotationOrigin0(1))/1024.0f;
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md_fVOffset += (vmexRotationOrigin1(2)-vmexRotationOrigin0(2))/1024.0f;
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}
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// center mapping to given point in 3D
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void CMappingDefinition::Center(const CMappingVectors &mvDefault,
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const FLOAT3D &vNewOrigin)
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{
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FLOATplane3D plPlane;
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mvDefault.ToPlane(plPlane);
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// make mapping vectors
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CMappingVectors mv;
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ToMappingVectors(mvDefault, mv);
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// set new mapping origin
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mv.mv_vO=plPlane.ProjectPoint(vNewOrigin);
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// convert back from new mapping vectors
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FromMappingVectors(mvDefault, mv);
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}
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// transform mapping from one placement to another
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void CMappingDefinition::Transform(const FLOATplane3D &plSourcePlane,
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const CPlacement3D &plSource, const CPlacement3D &plTarget)
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{
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CSimpleProjection3D_DOUBLE prProjection;
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prProjection.ObjectPlacementL() = plSource;
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prProjection.ViewerPlacementL() = plTarget;
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prProjection.Prepare();
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CMappingDefinition mdTarget;
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prProjection.ProjectMapping(*this, FLOATtoDOUBLE(plSourcePlane), mdTarget);
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*this = mdTarget;
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}
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// stream operations
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CTStream &operator>>(CTStream &strm, CMappingDefinition &md)
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{
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strm>>md.md_fUoS;
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strm>>md.md_fUoT;
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strm>>md.md_fVoS;
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strm>>md.md_fVoT;
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strm>>md.md_fUOffset;
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strm>>md.md_fVOffset;
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return strm;
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}
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CTStream &operator<<(CTStream &strm, const CMappingDefinition &md)
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{
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strm<<md.md_fUoS;
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strm<<md.md_fUoT;
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strm<<md.md_fVoS;
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strm<<md.md_fVoT;
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strm<<md.md_fUOffset;
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strm<<md.md_fVOffset;
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return strm;
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}
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