mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 15:44:51 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
734 lines
23 KiB
C++
734 lines
23 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include <Engine/StdH.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Entities/LastPositions.h>
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#include <Engine/Entities/EntityProperties.h>
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#include <Engine/Entities/EntityClass.h>
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#include <Engine/Base/Translation.h>
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#include <Engine/Base/Timer.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Base/ErrorReporting.h>
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#include <Engine/World/World.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Math/Quaternion.h>
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#include <Engine/Brushes/BrushArchive.h>
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#include <Engine/Light/LightSource.h>
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#include <Engine/Entities/ShadingInfo.h>
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#include <Engine/Models/ModelObject.h>
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#include <Engine/Sound/SoundObject.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/Selection.cpp>
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class CPointerRemapping {
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public:
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CEntity *pr_penOriginal;
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CEntity *pr_penCopy;
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inline void Clear(void) {};
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};
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static CStaticArray<CPointerRemapping> _aprRemaps;
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static BOOL _bRemapPointersToNULLs = TRUE;
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BOOL _bReinitEntitiesWhileCopying = TRUE;
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static BOOL _bMirrorAndStretch = FALSE;
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static FLOAT _fStretch = 1.0f;
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static enum WorldMirrorType _wmtMirror = WMT_NONE;
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extern INDEX _ctPredictorEntities;
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// mirror a placement of one entity
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static void MirrorAndStretchPlacement(CPlacement3D &pl)
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{
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ASSERT(_wmtMirror==WMT_X||_wmtMirror==WMT_Y||_wmtMirror==WMT_Z||_wmtMirror==WMT_NONE);
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// if there should be mirror
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if (_wmtMirror!=WMT_NONE) {
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// make rotation matrix for the placement
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FLOATmatrix3D m;
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MakeRotationMatrix(m, pl.pl_OrientationAngle);
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// get row vectors, with object x flipped
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FLOAT3D vX(-m(1,1),m(1,2),m(1,3));
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FLOAT3D vY(-m(2,1),m(2,2),m(2,3));
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FLOAT3D vZ(-m(3,1),m(3,2),m(3,3));
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// flip needed axis
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switch(_wmtMirror) {
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case WMT_X:
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pl.pl_PositionVector(1) = -pl.pl_PositionVector(1);
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vX = -vX;
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break;
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case WMT_Y:
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pl.pl_PositionVector(2) = -pl.pl_PositionVector(2);
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vY = -vY;
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break;
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case WMT_Z:
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pl.pl_PositionVector(3) = -pl.pl_PositionVector(3);
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vZ = -vZ;
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break;
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default: ASSERT(FALSE);
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}
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// compose matrix back from the vectors
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m(1,1) = vX(1); m(2,1) = vY(1); m(3,1) = vZ(1);
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m(1,2) = vX(2); m(2,2) = vY(2); m(3,2) = vZ(2);
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m(1,3) = vX(3); m(2,3) = vY(3); m(3,3) = vZ(3);
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// decompose matrix into angles
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DecomposeRotationMatrix(pl.pl_OrientationAngle, m);
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}
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pl.pl_PositionVector*=_fStretch;
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}
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CEntity *CEntity::FindRemappedEntityPointer(CEntity *penOriginal)
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{
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// if original is null
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if (penOriginal==NULL) {
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// copy is null
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return NULL;
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}
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// try to find valid remap
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{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
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if (itpr->pr_penOriginal==penOriginal) {
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return itpr->pr_penCopy;
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}
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}}
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// if none found, copy is either null or original
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return _bRemapPointersToNULLs?NULL:penOriginal;
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}
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/*
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* Copy entity from another entity of same class.
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* NOTES:
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* - Doesn't copy placement, it must be done on creation.
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* - Entity must be initialized afterwards.
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*/
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void CEntity::Copy(CEntity &enOther, ULONG ulFlags)
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{
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BOOL bRemapPointers = ulFlags & COPY_REMAP;
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BOOL bMakePredictor = ulFlags & COPY_PREDICTOR;
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// copy base class data
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en_RenderType = enOther.en_RenderType;
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en_ulPhysicsFlags = enOther.en_ulPhysicsFlags;
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en_ulCollisionFlags = enOther.en_ulCollisionFlags;
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en_ulFlags = enOther.en_ulFlags &
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~(ENF_SELECTED|ENF_FOUNDINGRIDSEARCH|ENF_VALIDSHADINGINFO|ENF_INRENDERING);
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en_ulSpawnFlags = enOther.en_ulSpawnFlags;
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// if prediction
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if (bMakePredictor) {
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// set flags
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en_ulFlags = (en_ulFlags&~(ENF_PREDICTED|ENF_PREDICTABLE))|ENF_PREDICTOR;
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enOther.en_ulFlags = (enOther.en_ulFlags&~ENF_PREDICTOR)|ENF_PREDICTED;
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} else {
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en_ulFlags = (en_ulFlags&~(ENF_PREDICTED|ENF_PREDICTABLE|ENF_PREDICTOR));
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}
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// if this is a brush
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if ( enOther.en_RenderType == RT_BRUSH || en_RenderType == RT_FIELDBRUSH) {
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// there must be no existing brush
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ASSERT(en_pbrBrush == NULL);
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// create a new empty brush in the brush archive of current world
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en_pbrBrush = en_pwoWorld->wo_baBrushes.ba_abrBrushes.New();
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en_pbrBrush->br_penEntity = this;
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// copy the brush
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if (_bMirrorAndStretch) {
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en_pbrBrush->Copy(*enOther.en_pbrBrush, _fStretch, _wmtMirror!=WMT_NONE);
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} else {
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en_pbrBrush->Copy(*enOther.en_pbrBrush, 1.0f, FALSE);
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}
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// if this is a terrain
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} else if( enOther.en_RenderType == RT_TERRAIN) {
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#pragma message(">> CEntity::Copy")
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ASSERT(FALSE);
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// if this is a model
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} if ( enOther.en_RenderType == RT_MODEL || en_RenderType == RT_EDITORMODEL) {
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// if will not initialize
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if (!(ulFlags©_REINIT)) {
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// create a new model object
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en_pmoModelObject = new CModelObject;
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en_psiShadingInfo = new CShadingInfo;
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en_ulFlags &= ~ENF_VALIDSHADINGINFO;
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// copy it
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en_pmoModelObject->Copy(*enOther.en_pmoModelObject);
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}
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// if this is ska model
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} else if ( enOther.en_RenderType == RT_SKAMODEL || en_RenderType == RT_SKAEDITORMODEL) {
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en_psiShadingInfo = new CShadingInfo;
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en_ulFlags &= ~ENF_VALIDSHADINGINFO;
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en_pmiModelInstance = CreateModelInstance("Temp");
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// copy it
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GetModelInstance()->Copy(*enOther.GetModelInstance());
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}
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// copy the parent pointer
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if (bRemapPointers) {
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en_penParent = FindRemappedEntityPointer(enOther.en_penParent);
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} else {
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en_penParent = enOther.en_penParent;
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}
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// if the entity has a parent
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if (en_penParent!=NULL) {
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// create relative offset
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en_plRelativeToParent = en_plPlacement;
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en_plRelativeToParent.AbsoluteToRelativeSmooth(en_penParent->en_plPlacement);
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// link to parent
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en_penParent->en_lhChildren.AddTail(en_lnInParent);
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}
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// copy the derived class properties
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CopyEntityProperties(enOther, ulFlags);
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// if prediction
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if (bMakePredictor) {
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// create cross-links and add to containers
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SetPredictionPair(&enOther);
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enOther.SetPredictionPair(this);
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enOther.en_pwoWorld->wo_cenPredicted.Add(&enOther);
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enOther.en_pwoWorld->wo_cenPredictor.Add(this);
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// copy last positions
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if (enOther.en_plpLastPositions!=NULL) {
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en_plpLastPositions = new CLastPositions(*enOther.en_plpLastPositions);
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}
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}
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}
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/*
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* Copy one entity property from property of another entity.
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*/
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void CEntity::CopyOneProperty( CEntityProperty &epPropertySrc, CEntityProperty &epPropertyDest,
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CEntity &enOther, ULONG ulFlags)
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{
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// a helper macro
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#define COPYPROPERTY(type) \
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(type &)ENTITYPROPERTY(this, epPropertyDest.ep_slOffset, type) \
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= (type &)ENTITYPROPERTY(&enOther, epPropertySrc.ep_slOffset, type)
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// depending on the property type
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switch (epPropertySrc.ep_eptType) {
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// if it is BOOL
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case CEntityProperty::EPT_BOOL:
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// copy BOOL
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COPYPROPERTY(INDEX);
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break;
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// if it is INDEX
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case CEntityProperty::EPT_INDEX:
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case CEntityProperty::EPT_ENUM:
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case CEntityProperty::EPT_FLAGS:
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case CEntityProperty::EPT_ANIMATION:
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case CEntityProperty::EPT_ILLUMINATIONTYPE:
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case CEntityProperty::EPT_COLOR:
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case CEntityProperty::EPT_ANGLE:
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// copy INDEX
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COPYPROPERTY(INDEX);
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break;
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// if it is FLOAT
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case CEntityProperty::EPT_FLOAT:
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case CEntityProperty::EPT_RANGE:
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// copy FLOAT
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COPYPROPERTY(FLOAT);
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break;
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// if it is STRING
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case CEntityProperty::EPT_STRING:
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case CEntityProperty::EPT_STRINGTRANS:
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// copy STRING
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COPYPROPERTY(CTString);
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break;
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// if it is FILENAME
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case CEntityProperty::EPT_FILENAME:
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// copy FILENAME
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COPYPROPERTY(CTFileName);
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break;
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// if it is FILENAMENODEP
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case CEntityProperty::EPT_FILENAMENODEP:
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// copy FILENAMENODEP
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COPYPROPERTY(CTFileNameNoDep);
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break;
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// if it is FLOATAABBOX3D
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case CEntityProperty::EPT_FLOATAABBOX3D:
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// copy FLOATAABBOX3D
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COPYPROPERTY(FLOATaabbox3D);
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break;
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// if it is FLOATMATRIX3D
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case CEntityProperty::EPT_FLOATMATRIX3D:
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// copy FLOATMATRIX3D
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COPYPROPERTY(FLOATmatrix3D);
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break;
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// if it is FLOAT3D
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case CEntityProperty::EPT_FLOAT3D:
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// copy FLOAT3D
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COPYPROPERTY(FLOAT3D);
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break;
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// if it is ANGLE3D
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case CEntityProperty::EPT_ANGLE3D:
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// copy ANGLE3D
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COPYPROPERTY(ANGLE3D);
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break;
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// if it is QUATERNION3D
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case CEntityProperty::EPT_FLOATQUAT3D:
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// copy ANGLE3D
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COPYPROPERTY(FLOATquat3D);
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break;
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// if it is FLOATplane3D
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case CEntityProperty::EPT_FLOATplane3D:
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// copy FLOATplane3D
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COPYPROPERTY(FLOATplane3D);
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break;
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// if it is ENTITYPTR
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case CEntityProperty::EPT_ENTITYPTR:
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// remap and copy the pointer
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if (ulFlags & COPY_REMAP) {
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ENTITYPROPERTY(this, epPropertyDest.ep_slOffset, CEntityPointer) =
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FindRemappedEntityPointer(ENTITYPROPERTY(&enOther, epPropertySrc.ep_slOffset, CEntityPointer));
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// copy CEntityPointer
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} else {
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COPYPROPERTY(CEntityPointer);
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}
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break;
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// if it is MODELOBJECT
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case CEntityProperty::EPT_MODELOBJECT:
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// copy CModelObject
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ENTITYPROPERTY(this, epPropertyDest.ep_slOffset, CModelObject).
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Copy(ENTITYPROPERTY(&enOther, epPropertySrc.ep_slOffset, CModelObject));
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// model objects are not copied, but should be initialized in Main()
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break;
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// if it is MODELINSTANCE
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case CEntityProperty::EPT_MODELINSTANCE:
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// copy CModelInstance
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ENTITYPROPERTY(this, epPropertyDest.ep_slOffset, CModelInstance).
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Copy(ENTITYPROPERTY(&enOther, epPropertySrc.ep_slOffset, CModelInstance));
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// model objects are not copied, but should be initialized in Main()
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break;
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// if it is ANIMOBJECT
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case CEntityProperty::EPT_ANIMOBJECT:
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// copy CAnimObject
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ENTITYPROPERTY(this, epPropertyDest.ep_slOffset, CAnimObject).
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Copy(ENTITYPROPERTY(&enOther, epPropertySrc.ep_slOffset, CAnimObject));
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break;
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// if it is SOUNDOBJECT
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case CEntityProperty::EPT_SOUNDOBJECT:
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{
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if (!(ulFlags & COPY_PREDICTOR)) {
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// copy CSoundObject
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CSoundObject &so = ENTITYPROPERTY(this, epPropertyDest.ep_slOffset, CSoundObject);
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so.Copy(ENTITYPROPERTY(&enOther, epPropertySrc.ep_slOffset, CSoundObject));
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so.so_penEntity = this;
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}
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}
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break;
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// if it is CPlacement3D
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case CEntityProperty::EPT_PLACEMENT3D:
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// copy CPlacement3D
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COPYPROPERTY(CPlacement3D);
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break;
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default:
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ASSERTALWAYS("Unknown property type");
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}
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}
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/*
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* Copy entity properties from another entity of same class.
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*/
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void CEntity::CopyEntityProperties(CEntity &enOther, ULONG ulFlags)
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{
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// other entity must have same class
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ASSERT(enOther.en_pecClass == en_pecClass);
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// for all classes in hierarchy of this entity
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for(CDLLEntityClass *pdecDLLClass = en_pecClass->ec_pdecDLLClass;
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pdecDLLClass!=NULL;
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pdecDLLClass = pdecDLLClass->dec_pdecBase) {
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// for all properties
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for(INDEX iProperty=0; iProperty<pdecDLLClass->dec_ctProperties; iProperty++) {
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CEntityProperty &epProperty = pdecDLLClass->dec_aepProperties[iProperty];
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CopyOneProperty( epProperty, epProperty, enOther, ulFlags);
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}
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}
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}
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/* Copy container of entities from another world to this one and select them. */
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void CWorld::CopyEntities(CWorld &woOther, CDynamicContainer<CEntity> &cenToCopy,
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CEntitySelection &senCopied, const CPlacement3D &plOtherSystem)
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{
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INDEX ctEntities = cenToCopy.Count();
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if (ctEntities<=0) {
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return;
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}
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CSetFPUPrecision FPUPrecision(FPT_24BIT);
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ULONG ulCopyFlags = COPY_REMAP;
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if(_bReinitEntitiesWhileCopying) {
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ulCopyFlags|=COPY_REINIT;
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};
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// create array of pointer remaps
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_aprRemaps.Clear();
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_aprRemaps.New(ctEntities);
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// PASS 1: create entities
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// for each entity to copy
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INDEX iRemap = 0;
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{FOREACHINDYNAMICCONTAINER(cenToCopy, CEntity, itenToCopy) {
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CEntity &enToCopy = *itenToCopy;
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CEntity *penNew;
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CPlacement3D plEntity;
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// thansform the entity placement from the system of other world
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plEntity = enToCopy.en_plPlacement;
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plEntity.RelativeToAbsolute(plOtherSystem);
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// mirror and stretch placement if needed
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if (_bMirrorAndStretch) {
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MirrorAndStretchPlacement(plEntity);
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}
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/*
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* NOTE: We must use CreateEntity_t() overload with class name instead with class pointer
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* because the entity class must be obtained by the target world too!
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*/
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// try to
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try {
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// create an entity of same class as the one to copy
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penNew = CreateEntity_t(plEntity, enToCopy.en_pecClass->GetName());
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// if not successfull
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} catch (char *strError) {
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(void)strError;
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ASSERT(FALSE); // this should not happen
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FatalError(TRANS("Cannot CopyEntity():\n%s"), strError);
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}
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// remember its remap pointer
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_aprRemaps[iRemap].pr_penOriginal = &enToCopy;
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_aprRemaps[iRemap].pr_penCopy = penNew;
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iRemap++;
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}}
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// PASS 2: copy properties
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// for each of the created entities
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{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
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CEntity *penOriginal = itpr->pr_penOriginal;
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CEntity *penCopy = itpr->pr_penCopy;
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// copy the entity from its original
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penCopy->Copy(*penOriginal, ulCopyFlags);
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// if this is a brush
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if ( penOriginal->en_RenderType == CEntity::RT_BRUSH ||
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penOriginal->en_RenderType == CEntity::RT_FIELDBRUSH) {
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// update the bounding boxes of the brush
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penCopy->en_pbrBrush->CalculateBoundingBoxes();
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}
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if (_bMirrorAndStretch) {
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penCopy->MirrorAndStretch(_fStretch, _wmtMirror!=WMT_NONE);
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}
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}}
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// PASS 3: initialize
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// for each of the created entities
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{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
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CEntity *penOriginal = itpr->pr_penOriginal;
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CEntity *penCopy = itpr->pr_penCopy;
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if (_bReinitEntitiesWhileCopying) {
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// init the new copy
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penCopy->Initialize();
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} else {
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penCopy->UpdateSpatialRange();
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penCopy->FindCollisionInfo();
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// set spatial clasification
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penCopy->FindSectorsAroundEntity();
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}
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}}
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// PASS 4: find shadows
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// for each of the created entities
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{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
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CEntity *penOriginal = itpr->pr_penOriginal;
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CEntity *penCopy = itpr->pr_penCopy;
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// if this is a brush
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if ( penCopy->en_RenderType == CEntity::RT_BRUSH ||
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penCopy->en_RenderType == CEntity::RT_FIELDBRUSH) {
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// find possible shadow layers near affected area
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FindShadowLayers(penCopy->en_pbrBrush->GetFirstMip()->bm_boxBoundingBox);
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}
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// if this is a light source
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{CLightSource *pls = penCopy->GetLightSource();
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if (pls!=NULL) {
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// find all shadow maps that should have layers from this light source
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|
pls->FindShadowLayers(FALSE);
|
|
// update shadow map on terrains
|
|
pls->UpdateTerrains();
|
|
}}
|
|
|
|
// select it
|
|
senCopied.Select(*penCopy);
|
|
}}
|
|
|
|
// make sure someone doesn't reuse the remap array accidentially
|
|
_aprRemaps.Clear();
|
|
}
|
|
|
|
/* Copy one entity from another world into this one. */
|
|
CEntity *CWorld::CopyOneEntity(CEntity &enToCopy, const CPlacement3D &plOtherSystem)
|
|
{
|
|
// prepare container for copying
|
|
CDynamicContainer<CEntity> cenToCopy;
|
|
cenToCopy.Add(&enToCopy);
|
|
// copy the entities in container
|
|
CEntitySelection senCopied;
|
|
CopyEntities(*enToCopy.en_pwoWorld, cenToCopy, senCopied, plOtherSystem);
|
|
|
|
{FOREACHINDYNAMICCONTAINER(senCopied, CEntity, itenCopied) {
|
|
return itenCopied;
|
|
}}
|
|
ASSERT(FALSE);
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
* Copy all entities except one from another world to this one.
|
|
*/
|
|
void CWorld::CopyAllEntitiesExceptOne(CWorld &woOther, CEntity &enExcepted,
|
|
const CPlacement3D &plOtherSystem)
|
|
{
|
|
// prepare container for copying, without excepted entity
|
|
CDynamicContainer<CEntity> cenToCopy;
|
|
cenToCopy = woOther.wo_cenEntities;
|
|
cenToCopy.Remove(&enExcepted);
|
|
// copy the entities in container and ignore the selection (we don't need it)
|
|
CEntitySelection senCopied;
|
|
CopyEntities(woOther, cenToCopy, senCopied, plOtherSystem);
|
|
senCopied.Clear();
|
|
}
|
|
|
|
|
|
/* Copy entity in world. */
|
|
CEntity *CWorld::CopyEntityInWorld(CEntity &enOriginal, const CPlacement3D &plOtherEntity,
|
|
BOOL bWithDescendants /*= TRUE*/)
|
|
{
|
|
// new entity
|
|
CEntity *penNew;
|
|
|
|
/*
|
|
* NOTE: We must use CreateEntity_t() overload with class name instead with class pointer
|
|
* because the entity class must be obtained by the target world too!
|
|
*/
|
|
// try to
|
|
try {
|
|
// create an entity of same class as the one to copy
|
|
penNew = CreateEntity_t(plOtherEntity, enOriginal.en_pecClass->GetName());
|
|
// if not successfull
|
|
} catch (char *strError) {
|
|
(void)strError;
|
|
ASSERT(FALSE); // this should not happen
|
|
FatalError(TRANS("Cannot CopyEntity():\n%s"), strError);
|
|
}
|
|
|
|
// copy the entity from its original
|
|
penNew->Copy(enOriginal, COPY_REINIT);
|
|
// if this is a brush
|
|
if ( enOriginal.en_RenderType == CEntity::RT_BRUSH ||
|
|
enOriginal.en_RenderType == CEntity::RT_FIELDBRUSH) {
|
|
// update the bounding boxes of the brush
|
|
penNew->en_pbrBrush->CalculateBoundingBoxes();
|
|
}
|
|
// init the new copy
|
|
penNew->Initialize();
|
|
|
|
// if this is a brush
|
|
if ( penNew->en_RenderType == CEntity::RT_BRUSH ||
|
|
penNew->en_RenderType == CEntity::RT_FIELDBRUSH) {
|
|
// find possible shadow layers near affected area
|
|
FindShadowLayers(penNew->en_pbrBrush->GetFirstMip()->bm_boxBoundingBox);
|
|
}
|
|
|
|
// if this is a light source
|
|
{CLightSource *pls = penNew->GetLightSource();
|
|
if (pls!=NULL) {
|
|
// find all shadow maps that should have layers from this light source
|
|
pls->FindShadowLayers(FALSE);
|
|
}}
|
|
|
|
// if descendants should be copied too
|
|
if (bWithDescendants) {
|
|
// for each child of this entity
|
|
{FOREACHINLIST(CEntity, en_lnInParent, enOriginal.en_lhChildren, itenChild) {
|
|
// copy it relatively to the new entity
|
|
CPlacement3D plChild = itenChild->en_plRelativeToParent;
|
|
plChild.RelativeToAbsoluteSmooth(penNew->en_plPlacement);
|
|
CEntity *penNewChild = CopyEntityInWorld(*itenChild, plChild, TRUE);
|
|
// add new child to its new parent
|
|
penNewChild->SetParent(penNew);
|
|
}}
|
|
}
|
|
|
|
return penNew;
|
|
}
|
|
|
|
// mirror and stretch another world into this one
|
|
void CWorld::MirrorAndStretch(CWorld &woOriginal, FLOAT fStretch, enum WorldMirrorType wmt)
|
|
{
|
|
_bMirrorAndStretch = TRUE;
|
|
_fStretch = fStretch;
|
|
_wmtMirror = wmt;
|
|
|
|
// clear this world
|
|
Clear();
|
|
|
|
// make container for copying
|
|
CDynamicContainer<CEntity> cenToCopy;
|
|
cenToCopy = woOriginal.wo_cenEntities;
|
|
// dummy selection for copied entities, we don't need that info
|
|
CEntitySelection senCopied;
|
|
// make mirroring placement
|
|
CPlacement3D plOtherSystem;
|
|
plOtherSystem = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
|
|
// copy entities with mirror and stretch
|
|
CopyEntities(woOriginal, cenToCopy, senCopied, plOtherSystem);
|
|
|
|
// update all links
|
|
{
|
|
CSetFPUPrecision FPUPrecision(FPT_53BIT);
|
|
wo_baBrushes.LinkPortalsAndSectors();
|
|
}
|
|
|
|
_bMirrorAndStretch = FALSE;
|
|
}
|
|
|
|
/* Copy entities for prediction. */
|
|
void CWorld::CopyEntitiesToPredictors(CDynamicContainer<CEntity> &cenToCopy)
|
|
{
|
|
INDEX ctEntities = cenToCopy.Count();
|
|
if (ctEntities<=0) {
|
|
return;
|
|
}
|
|
|
|
extern INDEX cli_bReportPredicted;
|
|
if (cli_bReportPredicted) {
|
|
CPrintF( TRANS("Predicting %d entities:\n"), ctEntities);
|
|
{FOREACHINDYNAMICCONTAINER(cenToCopy, CEntity, itenToCopy) {
|
|
CEntity &enToCopy = *itenToCopy;
|
|
CPrintF(" %s:%s\n", enToCopy.GetClass()->ec_pdecDLLClass->dec_strName, (const char*)enToCopy.GetName());
|
|
}}
|
|
}
|
|
|
|
// clear current tick to prevent timer setting from assertions
|
|
TIME tmCurrentTickOld = _pTimer->CurrentTick();
|
|
_pTimer->SetCurrentTick(0.0f);
|
|
|
|
ULONG ulCopyFlags = COPY_REMAP|COPY_PREDICTOR;
|
|
|
|
// create array of pointer remaps
|
|
_aprRemaps.Clear();
|
|
_aprRemaps.New(ctEntities);
|
|
|
|
// PASS 1: create entities
|
|
|
|
// for each entity to copy
|
|
INDEX iRemap = 0;
|
|
{FOREACHINDYNAMICCONTAINER(cenToCopy, CEntity, itenToCopy) {
|
|
CEntity &enToCopy = *itenToCopy;
|
|
|
|
CEntity *penNew;
|
|
|
|
// create an entity of same class as the one to copy
|
|
penNew = CreateEntity(enToCopy.en_plPlacement, enToCopy.en_pecClass);
|
|
|
|
// remember its remap pointer
|
|
_aprRemaps[iRemap].pr_penOriginal = &enToCopy;
|
|
_aprRemaps[iRemap].pr_penCopy = penNew;
|
|
iRemap++;
|
|
_ctPredictorEntities++;
|
|
}}
|
|
// unfound pointers must be kept unremapped
|
|
_bRemapPointersToNULLs = FALSE;
|
|
|
|
// PASS 2: copy properties
|
|
|
|
// for each of the created entities
|
|
{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
|
|
CEntity *penOriginal = itpr->pr_penOriginal;
|
|
CEntity *penCopy = itpr->pr_penCopy;
|
|
|
|
// copy the entity from its original
|
|
penCopy->Copy(*penOriginal, ulCopyFlags);
|
|
// if this is a brush
|
|
if ( penOriginal->en_RenderType == CEntity::RT_BRUSH ||
|
|
penOriginal->en_RenderType == CEntity::RT_FIELDBRUSH) {
|
|
ASSERT(FALSE); // should we allow prediction of brushes?
|
|
// update the bounding boxes of the brush
|
|
//penCopy->en_pbrBrush->CalculateBoundingBoxes();
|
|
}
|
|
}}
|
|
|
|
// PASS 3: initialize
|
|
|
|
// for each of the created entities
|
|
{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
|
|
CEntity *penOriginal = itpr->pr_penOriginal;
|
|
CEntity *penCopy = itpr->pr_penCopy;
|
|
|
|
// copy spatial classification
|
|
penCopy->en_fSpatialClassificationRadius = penOriginal->en_fSpatialClassificationRadius;
|
|
penCopy->en_boxSpatialClassification = penOriginal->en_boxSpatialClassification;
|
|
// copy collision info
|
|
penCopy->CopyCollisionInfo(*penOriginal);
|
|
// for each sector around the original
|
|
{FOREACHSRCOFDST(penOriginal->en_rdSectors, CBrushSector, bsc_rsEntities, pbsc)
|
|
// copy the link
|
|
if (penOriginal->en_RenderType==CEntity::RT_BRUSH
|
|
||penOriginal->en_RenderType==CEntity::RT_FIELDBRUSH
|
|
||penOriginal->en_RenderType==CEntity::RT_TERRAIN) { // brushes first
|
|
AddRelationPairHeadHead(pbsc->bsc_rsEntities, penCopy->en_rdSectors);
|
|
} else {
|
|
AddRelationPairTailTail(pbsc->bsc_rsEntities, penCopy->en_rdSectors);
|
|
}
|
|
ENDFOR}
|
|
}}
|
|
|
|
// PASS 4: find shadows
|
|
|
|
// for each of the created entities
|
|
{FOREACHINSTATICARRAY(_aprRemaps, CPointerRemapping, itpr) {
|
|
CEntity *penOriginal = itpr->pr_penOriginal;
|
|
CEntity *penCopy = itpr->pr_penCopy;
|
|
|
|
// if this is a brush
|
|
if ( penCopy->en_RenderType == CEntity::RT_BRUSH ||
|
|
penCopy->en_RenderType == CEntity::RT_FIELDBRUSH) {
|
|
ASSERT(FALSE); // should we allow prediction of brushes?
|
|
// find possible shadow layers near affected area
|
|
//FindShadowLayers(penCopy->en_pbrBrush->GetFirstMip()->bm_boxBoundingBox);
|
|
}
|
|
|
|
// if this is a light source
|
|
{CLightSource *pls = penCopy->GetLightSource();
|
|
if (pls!=NULL) {
|
|
// find all shadow maps that should have layers from this light source
|
|
pls->FindShadowLayers(FALSE);
|
|
}}
|
|
}}
|
|
|
|
// make sure someone doesn't reuse the remap array accidentially
|
|
_aprRemaps.Clear();
|
|
|
|
_bRemapPointersToNULLs = TRUE;
|
|
|
|
// return current tick
|
|
_pTimer->SetCurrentTick(tmCurrentTickOld);
|
|
} |