mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
296 lines
8.3 KiB
C++
296 lines
8.3 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/Brushes/BrushTransformed.h>
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#include <Engine/Rendering/Render.h>
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#include <Engine/Rendering/Render_internal.h>
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#include <Engine/Templates/Selection.cpp>
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#include <Engine/Models/ModelObject.h>
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static PIX _pixSizeI;
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static PIX _pixSizeJ;
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UBYTE *_pubLassoBuffer = NULL;
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// init select-on-render functionality
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void InitSelectOnRender(PIX pixSizeI, PIX pixSizeJ)
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{
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_pixSizeI = pixSizeI;
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_pixSizeJ = pixSizeJ;
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// if entity selecting not required
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if (_pselenSelectOnRender==NULL)
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{
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// if vertex selecting not requred
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if (_pselbvxtSelectOnRender==NULL) {
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// do nothing
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return;
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}
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// if not lasso and not alternative
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else if (_pavpixSelectLasso==NULL && !_bSelectAlternative) {
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// deselect all vertices
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_pselbvxtSelectOnRender->Clear();
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}
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}
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// if lasso selection is not on, or is invalid
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if (_pavpixSelectLasso==NULL || _pavpixSelectLasso->Count()<3
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|| pixSizeI<2 || pixSizeJ<2) {
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// do nothing
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return;
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}
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SLONG slMaxOffset = pixSizeI*pixSizeJ-1;
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// allocate lasso buffer
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_pubLassoBuffer = (UBYTE*)AllocMemory(_pixSizeI*_pixSizeJ);
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// clear it
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memset(_pubLassoBuffer, 0, _pixSizeI*_pixSizeJ);
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// for each line in lasso
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INDEX ctpt = _pavpixSelectLasso->Count();
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for (INDEX ipt=0; ipt<ctpt; ipt++) {
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// get its points
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INDEX ipt0 = ipt;
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INDEX ipt1 = (ipt+1)%ctpt;
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// get their coordinates
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PIX pixI0 = (*_pavpixSelectLasso)[ipt0](1);
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PIX pixJ0 = (*_pavpixSelectLasso)[ipt0](2);
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PIX pixI1 = (*_pavpixSelectLasso)[ipt1](1);
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PIX pixJ1 = (*_pavpixSelectLasso)[ipt1](2);
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// if any of the coordinates is outside of window
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if (pixI0<0 || pixI0>=_pixSizeI || pixI1<0 || pixI1>=_pixSizeI ||
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pixJ0<0 || pixJ0>=_pixSizeJ || pixJ1<0 || pixJ1>=_pixSizeJ) {
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// skip this line
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continue;
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}
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// if line is horizontal
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if (pixJ0==pixJ1) {
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// skip it
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continue;
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// if line goes upwards
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} else if (pixJ0>pixJ1) {
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// make it go downwards
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Swap(pixI0, pixI1);
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Swap(pixJ0, pixJ1);
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}
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// calculate step
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FIX16_16 xStep = FIX16_16(FLOAT(pixI1-pixI0)/(pixJ1-pixJ0));
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// start in first row
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FIX16_16 xI = FIX16_16(pixI0);
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// for each row
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for(PIX pixJ = pixJ0; pixJ<pixJ1; pixJ++) {
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// get offset
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SLONG slOffset = pixJ*_pixSizeI+PIX(xI);
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// if offset is valid
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if (slOffset>=0 && slOffset<=slMaxOffset) {
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// invert the pixel in that row
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_pubLassoBuffer[slOffset] ^= 0xFF;
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}
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// step the line
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xI+=xStep;
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}
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}
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// for each row in lasso buffer
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for(PIX pixJ = 0; pixJ<_pixSizeJ; pixJ++) {
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// for each pixel in the row, except the last one
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UBYTE *pub = _pubLassoBuffer+pixJ*_pixSizeI;
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for(PIX pixI = 0; pixI<_pixSizeI-1; pixI++) {
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// xor it to the next one
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pub[1]^=pub[0];
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pub++;
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}
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}
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}
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// end select-on-render functionality
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void EndSelectOnRender(void)
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{
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// free lasso buffer
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if (_pubLassoBuffer!=NULL) {
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FreeMemory(_pubLassoBuffer);
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_pubLassoBuffer = NULL;
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}
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}
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// check if a vertex is influenced by current select-on-render selection
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void SelectVertexOnRender(CBrushVertex &bvx, const PIX2D &vpix)
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{
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// if not selecting
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if (_pselbvxtSelectOnRender==NULL) {
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// do nothing
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return;
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}
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// if the vertex is out of screen
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if (vpix(1)<0 || vpix(1)>=_pixSizeI
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|| vpix(2)<0 || vpix(2)>=_pixSizeJ) {
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// do nothing
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return;
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}
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// if selecting without lasso
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if (_pubLassoBuffer==NULL) {
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// if vertex is near point
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if ((vpix-_vpixSelectNearPoint).Length()<_pixDeltaAroundVertex) {
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// if selected
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if (bvx.IsSelected(BVXF_SELECTED)) {
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// deselect it
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_pselbvxtSelectOnRender->Deselect(bvx);
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// if not selected
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} else {
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// select it
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_pselbvxtSelectOnRender->Select(bvx);
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}
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}
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// if selecting with lasso
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} else {
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// if the vertex is set in lasso buffer
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if (_pubLassoBuffer[vpix(2)*_pixSizeI+vpix(1)]) {
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// if alternative
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if (_bSelectAlternative) {
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// deselect
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if (bvx.IsSelected(BVXF_SELECTED)) {
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_pselbvxtSelectOnRender->Deselect(bvx);
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}
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// if normal
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} else {
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// select
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if (!bvx.IsSelected(BVXF_SELECTED)) {
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_pselbvxtSelectOnRender->Select(bvx);
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}
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}
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}
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}
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}
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// check if given vertice is selected by lasso
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BOOL IsVertexInLasso( CProjection3D &prProjection, const FLOAT3D &vtx, FLOATmatrix3D *pmR, FLOAT3D &vOffset)
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{
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// convert from relative to absolute space
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FLOAT3D vAbsolute = vOffset+vtx*(*pmR);
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FLOAT3D vtxProjected;
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prProjection.ProjectCoordinate( vAbsolute, vtxProjected);
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PIX2D vpix;
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vpix(1) = (PIX) vtxProjected(1);
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// convert coordinate into screen representation
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vpix(2) = (PIX) (_pixSizeJ-vtxProjected(2));
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// if the vertex is out of screen
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if (vpix(1)<0 || vpix(1)>=_pixSizeI
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|| vpix(2)<0 || vpix(2)>=_pixSizeJ) {
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// no selecting
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return FALSE;
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}
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// if the vertex is set in lasso buffer
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if (_pubLassoBuffer!=NULL
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&&_pubLassoBuffer[vpix(2)*_pixSizeI+vpix(1)])
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{
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return TRUE;
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}
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return FALSE;
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}
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// check if given bounding box is selected by lasso
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BOOL IsBoundingBoxInLasso( CProjection3D &prProjection, const FLOATaabbox3D &box, FLOATmatrix3D *pmR, FLOAT3D &vOffset)
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{
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FLOAT3D vMin = box.Min();
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FLOAT3D vMax = box.Max();
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// test lasso influence for all of bounding box's vertices
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if(
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IsVertexInLasso( prProjection, FLOAT3D( vMin(1), vMin(2), vMin(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMax(1), vMin(2), vMin(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMin(1), vMax(2), vMin(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMax(1), vMax(2), vMin(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMin(1), vMin(2), vMax(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMax(1), vMin(2), vMax(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMin(1), vMax(2), vMax(3)), pmR, vOffset) &&
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IsVertexInLasso( prProjection, FLOAT3D( vMax(1), vMax(2), vMax(3)), pmR, vOffset) )
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{
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return TRUE;
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}
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return FALSE;
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}
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// check if all of the corners of entity's bounding box are influenced by current select-on-render selection
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void SelectEntityOnRender(CProjection3D &prProjection, CEntity &en)
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{
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FLOATaabbox3D bbox;
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FLOATmatrix3D mOne = FLOATmatrix3D(0.0f);
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mOne.Diagonal(1.0f);
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FLOATmatrix3D *pmR;
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FLOAT3D vOffset;
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// if this entity is model
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if (en.en_RenderType==CEntity::RT_MODEL || en.en_RenderType==CEntity::RT_EDITORMODEL)
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{
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// get bbox of current frame
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CModelObject *pmo = en.GetModelObject();
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pmo->GetCurrentFrameBBox( bbox);
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pmR = &en.en_mRotation;
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vOffset = en.GetPlacement().pl_PositionVector;
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}
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// if it is ska model
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else if(en.en_RenderType==CEntity::RT_SKAMODEL || en.en_RenderType==CEntity::RT_SKAEDITORMODEL)
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{
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en.GetModelInstance()->GetCurrentColisionBox( bbox);
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pmR = &en.en_mRotation;
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vOffset = en.GetPlacement().pl_PositionVector;
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}
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// if it is brush
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else
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{
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// get bbox of brush's first mip
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CBrush3D *pbr = en.GetBrush();
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CBrushMip *pbrmip = pbr->GetFirstMip();
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bbox = pbrmip->bm_boxBoundingBox;
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pmR = &mOne;
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vOffset = FLOAT3D( 0.0f, 0.0f, 0.0f);
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}
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if( IsBoundingBoxInLasso( prProjection, bbox, pmR, vOffset))
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{
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if( _bSelectAlternative)
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{
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// deselect
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if (en.IsSelected(ENF_SELECTED))
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{
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_pselenSelectOnRender->Deselect(en);
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}
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}
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else
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{
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// select
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if (!en.IsSelected(ENF_SELECTED))
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{
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_pselenSelectOnRender->Select(en);
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}
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}
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}
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}
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