mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 04:35:52 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
211 lines
7.5 KiB
C++
211 lines
7.5 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/Brushes/Brush.h>
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#include <Engine/World/WorldEditingProfile.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Math/Object3D.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/DynamicArray.cpp>
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/*
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* Fill a 3d object from a selection in a brush mip.
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*/
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void CBrushMip::ToObject3D(
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CObject3D &ob,
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CBrushSectorSelection &selbscToCopy)
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// get number of sectors in the selection
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INDEX ctSectors = selbscToCopy.Count();
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// create that much sectors in the object
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CObjectSector *poscSectors = ob.ob_aoscSectors.New(ctSectors);
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// for each sector in the selection mip
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FOREACHINDYNAMICCONTAINER(selbscToCopy, CBrushSector, itbsc) {
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// fill corresponding sector in object from it
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itbsc->ToObjectSector(*poscSectors++);
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}
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// optimize the object, to remove unused elements
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// CBrush3D::OptimizeObject3D(ob);
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}
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/*
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* Fill a 3d object from a selection in a brush mip.
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*/
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void CBrushMip::ToObject3D(
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CObject3D &ob,
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CBrushSectorSelectionForCSG &selbscToCopy)
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{
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CSetFPUPrecision sfp(FPT_53BIT);
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// get number of sectors in the selection
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INDEX ctSectors = selbscToCopy.Count();
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// create that much sectors in the object
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CObjectSector *poscSectors = ob.ob_aoscSectors.New(ctSectors);
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// for each sector in the selection mip
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FOREACHINDYNAMICCONTAINER(selbscToCopy, CBrushSector, itbsc) {
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// fill corresponding sector in object from it
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itbsc->ToObjectSector(*poscSectors++);
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}
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// optimize the object, to remove unused elements
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// CBrush3D::OptimizeObject3D(ob);
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}
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/*
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* Fill an object sector from a sector in brush.
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*/
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void CBrushSector::ToObjectSector(CObjectSector &osc)
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{
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// copy sector color and ambient
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osc.osc_colColor = bsc_colColor;
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osc.osc_colAmbient = bsc_colAmbient;
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osc.osc_ulFlags[0] = bsc_ulFlags;
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osc.osc_ulFlags[1] = bsc_ulFlags2;
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osc.osc_ulFlags[2] = bsc_ulVisFlags;
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osc.osc_strName = bsc_strName;
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// lock the object elements
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osc.LockAll();
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// lock the brush elements
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LockAll();
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/* Copy vertices. */
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// get the number of vertices in brush
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INDEX ctVertices = bsc_abvxVertices.Count();
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// create that much vertices in object
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osc.osc_aovxVertices.New(ctVertices);
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// copy all vertices
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for(INDEX iVertex=0; iVertex<ctVertices; iVertex++) {
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osc.osc_aovxVertices[iVertex] = bsc_abvxVertices[iVertex].bvx_vdPreciseRelative;
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}
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/* Copy planes. */
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// get the number of planes in brush
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INDEX ctPlanes = bsc_abplPlanes.Count();
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// create that much planes in object
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osc.osc_aoplPlanes.New(ctPlanes);
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// copy all planes
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for(INDEX iPlane=0; iPlane<ctPlanes; iPlane++) {
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osc.osc_aoplPlanes[iPlane] = bsc_abplPlanes[iPlane].bpl_pldPreciseRelative;
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}
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/* Copy edges. */
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// get the number of edges in brush
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INDEX ctEdges = bsc_abedEdges.Count();
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// create that much edges in object
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osc.osc_aoedEdges.New(ctEdges);
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// for all edges in brush
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for(INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
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CObjectEdge &oed = osc.osc_aoedEdges[iEdge]; // object edge alias
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CBrushEdge &bed = bsc_abedEdges[iEdge]; // brush edge alias
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// set the object edge
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oed.oed_Vertex0 = &osc.osc_aovxVertices[bsc_abvxVertices.Index(bed.bed_pbvxVertex0)];
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oed.oed_Vertex1 = &osc.osc_aovxVertices[bsc_abvxVertices.Index(bed.bed_pbvxVertex1)];
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}
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/* Copy polygons. */
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// get the number of polygons in brush
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INDEX ctPolygons = bsc_abpoPolygons.Count();
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// create that much polygons and materials in object
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osc.osc_aopoPolygons.New(ctPolygons);
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osc.osc_aomtMaterials.New(ctPolygons);
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// for all polygons in brush
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for(INDEX iPolygon=0; iPolygon<ctPolygons; iPolygon++) {
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CBrushPolygon &bpo = bsc_abpoPolygons[iPolygon]; // brush polygon alias
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CObjectPolygon &opo =osc.osc_aopoPolygons[iPolygon]; // object polygon alias
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CObjectMaterial &omt =osc.osc_aomtMaterials[iPolygon]; // object material alias
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// get plane
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opo.opo_Plane = &osc.osc_aoplPlanes[bsc_abplPlanes.Index(bpo.bpo_pbplPlane)];
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// set object material
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opo.opo_Material = &omt;
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// set object material name from texture
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omt.omt_Name = bpo.bpo_abptTextures[0].bpt_toTexture.GetName();
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omt.omt_strName2 = bpo.bpo_abptTextures[1].bpt_toTexture.GetName();
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omt.omt_strName3 = bpo.bpo_abptTextures[2].bpt_toTexture.GetName();
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// set polygon color
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opo.opo_colorColor = bpo.bpo_colColor;
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// set polygon mapping
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opo.opo_amdMappings[0] = bpo.bpo_abptTextures[0].bpt_mdMapping;
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opo.opo_amdMappings[1] = bpo.bpo_abptTextures[1].bpt_mdMapping;
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opo.opo_amdMappings[2] = bpo.bpo_abptTextures[2].bpt_mdMapping;
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opo.opo_amdMappings[3] = bpo.bpo_mdShadow;
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// set polygon flags
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opo.opo_ulFlags = bpo.bpo_ulFlags;
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// set portal backtracking flag
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if (bpo.bpo_ulFlags&OPOF_PORTAL) {
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opo.opo_ulFlags |= BPOF_WASPORTAL;
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} else {
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opo.opo_ulFlags &= ~BPOF_WASPORTAL;
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}
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// if polygon is not selected
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if (!(bpo.bpo_ulFlags&BPOF_SELECTED)) {
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// mark as ignored for csg (if csg ignoring is enabled - when doing split polygons)
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opo.opo_ulFlags|=OPOF_IGNOREDBYCSG;
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}
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// copy polygon properties
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const int sizeTextureProperties = sizeof(bpo.bpo_abptTextures[0].bpt_auProperties);
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const int sizePolygonProperties = sizeof(CBrushPolygonProperties);
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ASSERT(sizeof(opo.opo_ubUserData)>=sizePolygonProperties+3*sizeTextureProperties);
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UBYTE *pubUserData = (UBYTE*)&opo.opo_ubUserData;
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memcpy(pubUserData, &bpo.bpo_bppProperties, sizePolygonProperties);
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memcpy(pubUserData+sizePolygonProperties+0*sizeTextureProperties,
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&bpo.bpo_abptTextures[0].bpt_auProperties,
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sizeTextureProperties);
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memcpy(pubUserData+sizePolygonProperties+1*sizeTextureProperties,
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&bpo.bpo_abptTextures[1].bpt_auProperties,
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sizeTextureProperties);
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memcpy(pubUserData+sizePolygonProperties+2*sizeTextureProperties,
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&bpo.bpo_abptTextures[2].bpt_auProperties,
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sizeTextureProperties);
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*(ULONG*)(pubUserData+sizePolygonProperties+3*sizeTextureProperties) = bpo.bpo_colShadow;
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opo.opo_PolygonEdges.Lock();
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// get the number of edges in brush polygon
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INDEX ctPolygonEdges = bpo.bpo_abpePolygonEdges.Count();
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// create that much edges in object polygon
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opo.opo_PolygonEdges.New(ctPolygonEdges);
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// for all edges in brush polygon
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INDEX iPolygonEdge=0;
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FOREACHINSTATICARRAY(bpo.bpo_abpePolygonEdges, CBrushPolygonEdge, itbpe) {
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// get corresponding polygon edge in object polygon
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CObjectPolygonEdge &ope = opo.opo_PolygonEdges[iPolygonEdge];
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// set edge reference
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ope.ope_Edge = &osc.osc_aoedEdges[bsc_abedEdges.Index(itbpe->bpe_pbedEdge)];
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// set backward flag
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ope.ope_Backward = itbpe->bpe_bReverse;
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iPolygonEdge++;
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}
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opo.opo_PolygonEdges.Unlock();
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}
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// unlock the object elements
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osc.UnlockAll();
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// unlock the brush elements
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UnlockAll();
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}
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