Serious-Engine/Sources/Engine/Brushes/BrushMip.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

407 lines
11 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Brushes/Brush.h>
#include <Engine/World/World.h>
#include <Engine/World/WorldEditingProfile.h>
#include <Engine/Math/Object3D.h>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Math/Projection_DOUBLE.h>
#include <Engine/Math/Float.h>
#include <Engine/Entities/Entity.h>
#include <Engine/Templates/DynamicArray.cpp>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Templates/Selection.cpp>
template class CDynamicArray<CBrushSector>;
// tolerance value for csg selection
#define CSG_RANGE_EPSILON (0.25f)
/*
* Select all sectors within a range.
*/
void CBrushMip::SelectSectorsInRange(
CBrushSectorSelectionForCSG &selbscInRange,
FLOATaabbox3D boxRange
)
{
// for all sectors in the brush
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// if the sector is in the range
if ( itbsc->bsc_boxBoundingBox.HasContactWith(boxRange, CSG_RANGE_EPSILON) ) {
// select it
selbscInRange.Select(itbsc.Current());
}
}}
}
void CBrushMip::SelectSectorsInRange(
CBrushSectorSelection &selbscInRange,
FLOATaabbox3D boxRange
)
{
// for all sectors in the brush
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// if the sector is in the range
if ( itbsc->bsc_boxBoundingBox.HasContactWith(boxRange, CSG_RANGE_EPSILON) ) {
// select it
selbscInRange.Select(itbsc.Current());
}
}}
}
/*
* Select open sector in brush.
*/
void CBrushMip::SelectOpenSector(CBrushSectorSelectionForCSG &selbscOpen)
{
// for all sectors in the brush
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// if the sector is open
if (itbsc->bsc_ulFlags & BSCF_OPENSECTOR) {
// select it
selbscOpen.Select(itbsc.Current());
}
}}
// there must be at most one open sector in a brush mip
ASSERT(selbscOpen.Count()<=1);
}
/*
* Select closed sectors in brush.
*/
void CBrushMip::SelectClosedSectors(CBrushSectorSelectionForCSG &selbscClosed)
{
// for all sectors in the brush
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// if the sector is closed
if (!(itbsc->bsc_ulFlags & BSCF_OPENSECTOR)) {
// select it
selbscClosed.Select(itbsc.Current());
}
}}
// there must be at most one open sector in a brush mip
ASSERT(bm_abscSectors.Count()-selbscClosed.Count()<=1);
}
/*
* Select all sectors in brush.
*/
void CBrushMip::SelectAllSectors(CBrushSectorSelectionForCSG &selbscAll)
{
// for all sectors in the brush
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// select it
selbscAll.Select(itbsc.Current());
}}
}
void CBrushMip::SelectAllSectors(CBrushSectorSelection &selbscAll)
{
// for all sectors in the brush
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// select it
selbscAll.Select(itbsc.Current());
}}
}
/*
* Delete all sectors in a selection.
*/
void CBrushMip::DeleteSelectedSectors(CBrushSectorSelectionForCSG &selbscToDelete)
{
// for each sector in the selection
{FOREACHINDYNAMICCONTAINER(selbscToDelete, CBrushSector, itbsc) {
// delete it from the brush mip
bm_abscSectors.Delete(itbsc);
}}
/* NOTE: we must not clear the selection directly, since the sectors
contained there are already freed and deselecting them would make an access
violation.
*/
// clear the selection on the container level
selbscToDelete.CDynamicContainer<CBrushSector>::Clear();
}
/* Constructor. */
CBrushMip::CBrushMip(void) : bm_fMaxDistance(1E6f)
{
}
/*
* Copy brush mip from another brush mip.
*/
void CBrushMip::Copy(CBrushMip &bmOther, FLOAT fStretch, BOOL bMirrorX)
{
// clear this brush mip
Clear();
// copy the mip factor
bm_fMaxDistance = bmOther.bm_fMaxDistance;
// create an object 3d from the source brush mip
CObject3D obOther;
CBrushSectorSelectionForCSG selbscAll;
bmOther.SelectAllSectors(selbscAll);
bmOther.ToObject3D(obOther, selbscAll);
// if there is some mirror or stretch
if (fStretch!=1.0f || bMirrorX) {
CSimpleProjection3D_DOUBLE prMirrorAndStretch;
prMirrorAndStretch.ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
prMirrorAndStretch.ViewerPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
if (bMirrorX) {
prMirrorAndStretch.ObjectStretchL() = FLOAT3D(-fStretch, fStretch, fStretch);
} else {
prMirrorAndStretch.ObjectStretchL() = FLOAT3D(fStretch, fStretch, fStretch);
}
prMirrorAndStretch.Prepare();
obOther.Project(prMirrorAndStretch);
}
// try to
try {
// fill this brush mip from the object 3d
AddFromObject3D_t(obOther);
// if failed
} catch(char *strError) {
// ignore the error
(void) strError;
ASSERT(FALSE); // this should not happen
return;
}
bm_pbrBrush->CalculateBoundingBoxesForOneMip(this);
}
/*
* Free all memory and leave empty brush mip.
*/
void CBrushMip::Clear(void)
{
// clear the sectors
bm_abscSectors.Clear();
}
/* Update bounding box from bounding boxes of all sectors. */
void CBrushMip::UpdateBoundingBox(void)
{
// clear the bounding box of the mip
bm_boxBoundingBox = FLOATaabbox3D();
bm_boxRelative = FLOATaabbox3D();
// for all sectors in the brush mip
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// discard portal-sector links to this sector
itbsc->bsc_rdOtherSidePortals.Clear();
{FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
itbpo->bpo_rsOtherSideSectors.Clear();
}}
// add the box of the sector to the box of mip
bm_boxBoundingBox|=itbsc->bsc_boxBoundingBox;
bm_boxRelative|=itbsc->bsc_boxRelative;
}}
// if this brush is zoning
if (bm_pbrBrush->br_penEntity!=NULL && (bm_pbrBrush->br_penEntity->en_ulFlags&ENF_ZONING)) {
// portal links must be updated also
bm_pbrBrush->br_penEntity->en_pwoWorld->wo_bPortalLinksUpToDate = FALSE;
}
}
/*
* Calculate bounding boxes in all sectors.
*/
void CBrushMip::CalculateBoundingBoxes(CSimpleProjection3D_DOUBLE &prBrushToAbsolute)
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// clear the bounding box of the mip
bm_boxBoundingBox = FLOATaabbox3D();
bm_boxRelative = FLOATaabbox3D();
// if there are no sectors
if (bm_abscSectors.Count()==0) {
// just make a small bounding box around brush center
bm_boxBoundingBox = FLOATaabbox3D(
prBrushToAbsolute.ObjectPlacementR().pl_PositionVector,
0.01f);
bm_boxRelative = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f);
return;
}
// for all sectors in the brush mip
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// calculate bounding boxes in that sector
itbsc->CalculateBoundingBoxes(prBrushToAbsolute);
// add the box of the sector to the box of mip
bm_boxBoundingBox|=itbsc->bsc_boxBoundingBox;
bm_boxRelative|=itbsc->bsc_boxRelative;
}}
}
/* Reoptimize all sectors in the brush mip. */
void CBrushMip::Reoptimize(void)
{
// create an object 3d from the source brush mip
CObject3D ob;
{ // NOTE: This is in a block to destroy the selection before brush mip is cleared!
CBrushSectorSelectionForCSG selbscAll;
SelectAllSectors(selbscAll);
ToObject3D(ob, selbscAll);
}
// clear this brush mip
Clear();
// try to
try {
// fill this brush mip from the object 3d
AddFromObject3D_t(ob); // this will optimize the object3d first
// if failed
} catch(char *strError) {
// ignore the error
(void) strError;
ASSERT(FALSE); // this should not happen
return;
}
}
/* Find all portals that have no links and kill their portal flag. */
void CBrushMip::RemoveDummyPortals(BOOL bClearPortalFlags)
{
// for all sectors in the brush mip
{FOREACHINDYNAMICARRAY(bm_abscSectors, CBrushSector, itbsc) {
// for each portal polygon in sector
{FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) {
CBrushPolygon &bpo = *itbpo;
if (!(bpo.bpo_ulFlags&OPOF_PORTAL)) {
continue;
}
// find if it has at least one link in this same mip
BOOL bHasLink = FALSE;
// for all entities in the sector
{FOREACHDSTOFSRC(bpo.bpo_rsOtherSideSectors, CBrushSector, bsc_rdOtherSidePortals, pbsc)
if (pbsc->bsc_pbmBrushMip==this) {
bHasLink = TRUE;
break;
}
ENDFOR}
// if there is none
if (!bHasLink) {
// assume that it should not be portal
bpo.bpo_ulFlags&=~OPOF_PORTAL;
// also start rendering as a wall so that user can see that
if(bClearPortalFlags)
{
bpo.bpo_ulFlags &= ~(BPOF_PASSABLE|BPOF_PORTAL);
}
bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_OPAQUE;
bpo.bpo_bppProperties.bpp_ubShadowBlend = BPT_BLEND_SHADE;
// remove all of its links
bpo.bpo_rsOtherSideSectors.Clear();
// world's links are not up to date anymore
bm_pbrBrush->br_penEntity->en_pwoWorld->wo_bPortalLinksUpToDate = FALSE;
}
}}
}}
}
/* Spread all brush mips after this one. */
void CBrushMip::SpreadFurtherMips(void)
{
// get the brush of this mip
CBrush3D *pbr = bm_pbrBrush;
// current mip factor is the mip factor of this mip
FLOAT fMipFactor = bm_fMaxDistance;
// initially skip
BOOL bSkip = TRUE;
// for each mip in the brush
FOREACHINLIST(CBrushMip, bm_lnInBrush, pbr->br_lhBrushMips, itbm) {
// if not skipping
if (!bSkip) {
// increase the mip factor double as far
fMipFactor*=2;
// set the mip factor
itbm->bm_fMaxDistance = fMipFactor;
}
// if it is this mip
if (this==&*itbm) {
// stop skipping
bSkip = FALSE;
}
}
}
/* Set mip factor of this mip, spread all that are further. */
void CBrushMip::SetMipDistance(FLOAT fMaxDistance)
{
// set the factor
bm_fMaxDistance = fMaxDistance;
// spread all brush mips after this one
SpreadFurtherMips();
}
/* Get mip factor of this mip. */
FLOAT CBrushMip::GetMipDistance(void)
{
return bm_fMaxDistance;
}
/* Get mip index of this mip. */
INDEX CBrushMip::GetMipIndex(void)
{
// get the brush of this mip
CBrush3D *pbr = bm_pbrBrush;
// count each mip in the brush
INDEX iIndex = 0;
FOREACHINLIST(CBrushMip, bm_lnInBrush, pbr->br_lhBrushMips, itbm) {
iIndex++;
// until this one
if (this==&*itbm) {
return iIndex;
}
}
ASSERT(FALSE);
return 1;
}
// get next brush mip
CBrushMip *CBrushMip::GetNext(void)
{
// if this is last mip
if (bm_lnInBrush.IsTail()) {
// there is no next mip
return NULL;
}
// otherwise, return next one
return LIST_SUCC(*this, CBrushMip, bm_lnInBrush);
}
// get previous brush mip
CBrushMip *CBrushMip::GetPrev(void)
{
// if this is first mip
if (bm_lnInBrush.IsHead()) {
// there is no previous mip
return NULL;
}
// otherwise, return previous one
return LIST_PRED(*this, CBrushMip, bm_lnInBrush);
}