mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +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
1394 lines
50 KiB
C++
1394 lines
50 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/Math/Geometry.inl>
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#include <Engine/Base/Console.h>
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#include <Engine/World/World.h>
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#include <Engine/World/WorldEditingProfile.h>
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#include <Engine/Math/Projection_DOUBLE.h>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Math/Float.h>
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#include <Engine/Math/OBBox.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Templates/BSP.h>
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#include <Engine/Templates/BSP_internal.h>
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//template CDynamicArray<CBrushVertex>;
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CBrushSector::CBrushSector(const CBrushSector &c)
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: bsc_bspBSPTree(*new DOUBLEbsptree3D)
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{
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ASSERT(FALSE);
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};
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CBrushSector &CBrushSector::operator=(const CBrushSector &c)
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{
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ASSERT(FALSE);
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return *this;
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};
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extern void AssureFPT_53(void);
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/* Default constructor. */
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CBrushSector::CBrushSector(void)
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: bsc_ulFlags(0)
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, bsc_ulFlags2(0)
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, bsc_ulTempFlags(0)
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, bsc_ulVisFlags(0)
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, bsc_strName("")
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, bsc_bspBSPTree(*new DOUBLEbsptree3D)
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{
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};
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CBrushSector::~CBrushSector(void)
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{
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delete &bsc_bspBSPTree;
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}
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/*
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* Calculate bounding boxs of polygons in this sector.
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*/
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void CBrushSector::CalculateBoundingBoxes(CSimpleProjection3D_DOUBLE &prRelativeToAbsolute)
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{
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// assure that floating point precision is 53 bits
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AssureFPT_53();
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// discard portal-sector links to this sector
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extern BOOL _bDontDiscardLinks;
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if (!(bsc_ulTempFlags&BSCTF_PRELOADEDLINKS) && !_bDontDiscardLinks) {
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bsc_rdOtherSidePortals.Clear();
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}
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// create an array of precise vertices in absolute space
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CStaticArray<DOUBLE3D> avdAbsoluteVertices;
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avdAbsoluteVertices.New(bsc_abvxVertices.Count());
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bsc_boxRelative = FLOATaabbox3D();
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// for each vertex in sector
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for(INDEX ivx=0; ivx<bsc_abvxVertices.Count(); ivx++) {
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// make the original vertex point to absolute vertex
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bsc_abvxVertices[ivx].bvx_pvdPreciseAbsolute = &avdAbsoluteVertices[ivx];
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bsc_abvxVertices[ivx].bvx_pwvxWorking = &bsc_awvxVertices[ivx];
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// transform original there
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prRelativeToAbsolute.ProjectCoordinate(bsc_abvxVertices[ivx].bvx_vdPreciseRelative, avdAbsoluteVertices[ivx]);
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// remember the absolute and relative coordinates in lower precision
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bsc_abvxVertices[ivx].bvx_vAbsolute = DOUBLEtoFLOAT(avdAbsoluteVertices[ivx]);
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bsc_awvxVertices[ivx].wvx_vRelative =
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bsc_abvxVertices[ivx].bvx_vRelative = DOUBLEtoFLOAT(bsc_abvxVertices[ivx].bvx_vdPreciseRelative);
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// add vertex to relative box
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bsc_boxRelative |= bsc_abvxVertices[ivx].bvx_vRelative;
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}
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// create an array of precise planes in absolute space
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CStaticArray<DOUBLEplane3D> apldAbsolutePlanes;
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apldAbsolutePlanes.New(bsc_abplPlanes.Count());
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// for each plane in sector
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for(INDEX ipl=0; ipl<bsc_abplPlanes.Count(); ipl++){
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// make the original plane point to absolute plane
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bsc_abplPlanes[ipl].bpl_ppldPreciseAbsolute = &apldAbsolutePlanes[ipl];
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bsc_abplPlanes[ipl].bpl_pwplWorking = &bsc_awplPlanes[ipl];
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// transform original there
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prRelativeToAbsolute.Project(bsc_abplPlanes[ipl].bpl_pldPreciseRelative, apldAbsolutePlanes[ipl]);
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// remember the absolute and relative coordinates in lower precision
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bsc_abplPlanes[ipl].bpl_plAbsolute = DOUBLEtoFLOAT(apldAbsolutePlanes[ipl]);
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bsc_awplPlanes[ipl].wpl_plRelative =
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bsc_abplPlanes[ipl].bpl_plRelative = DOUBLEtoFLOAT(bsc_abplPlanes[ipl].bpl_pldPreciseRelative);
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// make default mapping coordinates for the plane
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bsc_awplPlanes[ipl].wpl_mvRelative.FromPlane(bsc_awplPlanes[ipl].wpl_plRelative);
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// remember major axes of the plane in apsolute space
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GetMajorAxesForPlane(bsc_abplPlanes[ipl].bpl_plAbsolute,
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bsc_abplPlanes[ipl].bpl_iPlaneMajorAxis1,
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bsc_abplPlanes[ipl].bpl_iPlaneMajorAxis2);
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}
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// clear the bounding box of the sector
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bsc_boxBoundingBox = FLOATaabbox3D();
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// for all polygons in this sector
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{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo) {
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// calculate bounding box for that polygon
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itbpo->CalculateBoundingBox();
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// add the polygon's bounding box to sector's bounding box
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bsc_boxBoundingBox |= itbpo->bpo_boxBoundingBox;
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}}
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// if the bsp tree is not preloaded
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if (!(bsc_ulTempFlags&BSCTF_PRELOADEDBSP)) {
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// clear BSP tree of the sector
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bsc_bspBSPTree.Destroy();
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// if the brush is zoning or field
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CEntity *pen = bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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if (pen!=NULL &&
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((pen->en_ulFlags&ENF_ZONING) || pen->en_RenderType==CEntity::RT_FIELDBRUSH) ) {
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// create an array of bsp polygons for sector polygons
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INDEX ctPolygons = bsc_abpoPolygons.Count();
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CDynamicArray< BSPPolygon<DOUBLE, 3> > arbpoPolygons;
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arbpoPolygons.New(ctPolygons);
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// for all polygons in this sector
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arbpoPolygons.Lock();
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{for(INDEX iPolygon=0; iPolygon<ctPolygons; iPolygon++){
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// create a BSP polygon from the brush polygon
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CBrushPolygon &brpo = bsc_abpoPolygons[iPolygon];
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BSPPolygon<DOUBLE, 3> &bspo = arbpoPolygons[iPolygon];
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brpo.CreateBSPPolygon(bspo);
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}}
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arbpoPolygons.Unlock();
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// create the bsp tree from the bsp polygons
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bsc_bspBSPTree.Create(arbpoPolygons);
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}
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}
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// clear preloading flags
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bsc_ulTempFlags&=~BSCTF_PRELOADEDBSP;
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bsc_ulTempFlags&=~BSCTF_PRELOADEDLINKS;
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// if in debug version
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#ifndef NDEBUG
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// for each vertex in sector
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{for(INDEX ivx=0; ivx<bsc_abvxVertices.Count(); ivx++){
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// discard absolute vertex pointer
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bsc_abvxVertices[ivx].bvx_pvdPreciseAbsolute = NULL;
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}}
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// for each plane in sector
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{for(INDEX ipl=0; ipl<bsc_abplPlanes.Count(); ipl++){
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// discard absolute plane pointer
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bsc_abplPlanes[ipl].bpl_ppldPreciseAbsolute = NULL;
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}}
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#endif
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// !!!! remove this after loading all old levels
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// but should save size of polygon in mex (not shadow map)
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// NOTE: but this is also called in FromObject3D (?!)
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// for each polygon
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{for(INDEX iPolygon=0; iPolygon<bsc_abpoPolygons.Count(); iPolygon++) {
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CBrushPolygon &bpo = bsc_abpoPolygons[iPolygon]; // brush polygon alias
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// if the shadow map of the polygon is not initialized
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if (bpo.bpo_smShadowMap.sm_mexWidth==0 || bpo.bpo_smShadowMap.sm_pixPolygonSizeU<0) {
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// initialize the shadow map of the polygon
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bpo.InitializeShadowMap();
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}
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}}
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}
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/* Uncache lightmaps on all shadows on the sector. */
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void CBrushSector::UncacheLightMaps(void)
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{
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// for all polygons in this sector
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{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo) {
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// uncache shadow map on the polygon
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itbpo->bpo_smShadowMap.Uncache();
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}}
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}
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/* Find and remember all entities in this sector. */
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void CBrushSector::FindEntitiesInSector(void)
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{
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// assure that floating point precision is 53 bits
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CSetFPUPrecision sfp(FPT_53BIT);
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// get the entity of this sector's brush
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CEntity *penEntity = bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
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// if the brush entity is not zoning
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if (penEntity==NULL || !(penEntity->en_ulFlags&ENF_ZONING)) {
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// do nothing
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return;
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}
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// unset spatial clasification
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bsc_rsEntities.Clear();
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// remember sectors obbox
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FLOATobbox3D boxSector(bsc_boxBoundingBox);
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// for each entity in the world
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{FOREACHINDYNAMICCONTAINER(penEntity->en_pwoWorld->wo_cenEntities, CEntity, iten) {
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// if not in spatial clasification
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if (iten->en_fSpatialClassificationRadius<0) {
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// skip it
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continue;
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}
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// get bounding sphere
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FLOAT fSphereRadius = iten->en_fSpatialClassificationRadius;
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const FLOAT3D &vSphereCenter = iten->en_plPlacement.pl_PositionVector;
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// if the sector's bounding box has contact with the sphere
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if(bsc_boxBoundingBox.TouchesSphere(vSphereCenter, fSphereRadius)) {
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// if the sphere is inside the sector
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if (bsc_bspBSPTree.TestSphere(
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FLOATtoDOUBLE(vSphereCenter), FLOATtoDOUBLE(fSphereRadius))>=0) {
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// make oriented bounding box of the entity
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FLOATobbox3D boxEntity(iten->en_boxSpatialClassification,
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iten->en_plPlacement.pl_PositionVector, iten->en_mRotation);
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// if the box is inside the sector
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if (boxSector.HasContactWith(boxEntity) &&
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bsc_bspBSPTree.TestBox(FLOATtoDOUBLE(boxEntity))>=0) {
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// relate the entity to the sector
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if (iten->en_RenderType==CEntity::RT_BRUSH
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||iten->en_RenderType==CEntity::RT_FIELDBRUSH
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||iten->en_RenderType==CEntity::RT_TERRAIN) { // brushes first
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AddRelationPairHeadHead(bsc_rsEntities, iten->en_rdSectors);
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} else {
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AddRelationPairTailTail(bsc_rsEntities, iten->en_rdSectors);
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}
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}
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}
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}
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}}
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}
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/*
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* Clear the object.
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*/
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void CBrushSector::Clear(void)
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{
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bsc_abvxVertices.Clear();
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bsc_awvxVertices.Clear();
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bsc_abedEdges.Clear();
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bsc_awedEdges.Clear();
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bsc_abplPlanes.Clear();
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bsc_awplPlanes.Clear();
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bsc_abpoPolygons.Clear();
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bsc_rdOtherSidePortals.Clear();
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bsc_rsEntities.Clear();
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bsc_strName.Clear();
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// bsc_bspBSPTree.Destroy();
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}
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/*
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* Lock all arrays.
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*/
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void CBrushSector::LockAll(void)
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{
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/* this function does nothing, because in current implementation all
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arrays in brush sector are static arrays
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*/
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}
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/*
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* Unlock all arrays.
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*/
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void CBrushSector::UnlockAll(void)
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{
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/* this function does nothing, because in current implementation all
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arrays in brush sector are static arrays
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*/
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}
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/*
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* Calculate volume of the sector (all polygons must be triangularized).
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*/
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DOUBLE CBrushSector::CalculateVolume(void)
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{
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// assure that floating point precision is 53 bits
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AssureFPT_53();
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DOUBLE fSectorVolume = 0.0;
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// for each polygon
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{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo) {
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// calculate the area of the polygon
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DOUBLE fPolygonArea = itbpo->CalculateArea();
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// add the volume of the pyramid that the polygon closes with origin
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fSectorVolume += fPolygonArea * itbpo->bpo_pbplPlane->bpl_pldPreciseRelative.Distance() / 3.0;
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}}
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// if the volume is positive
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if (fSectorVolume>=0.0) {
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// remember that the sector is open
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bsc_ulFlags |= BSCF_OPENSECTOR;
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// if the sector belongs to a field brush
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CBrush3D *pbr = bsc_pbmBrushMip->bm_pbrBrush;
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ASSERT(pbr!=NULL);
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if (pbr->br_pfsFieldSettings!=NULL) {
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// report a warning
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CPrintF("Warning: Open sector in a field brush!\n");
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}
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// if the volume is negative
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} else {
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// remember that the sector is closed
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bsc_ulFlags &= ~BSCF_OPENSECTOR;
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}
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Triangulate();
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return fSectorVolume;
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}
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void CBrushSector::Triangulate(void)
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{
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_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_TRIANGULATE);
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// for each polygon
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{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo) {
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itbpo->Triangulate();
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}}
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_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_TRIANGULATE);
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}
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// update changed sector's data after dragging vertices or importing
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void CBrushSector::UpdateSector(void)
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{
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// calculate the bounding box of the brush sector
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CSimpleProjection3D_DOUBLE prBrushToAbsolute;
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bsc_pbmBrushMip->bm_pbrBrush->PrepareRelativeToAbsoluteProjection(prBrushToAbsolute);
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CalculateBoundingBoxes(prBrushToAbsolute);
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// calculate the volume of the sector
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CalculateVolume();
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// for each polygon
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INDEX ctPolygons = bsc_abpoPolygons.Count();
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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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// initialize the shadow map of the polygon
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bpo.InitializeShadowMap();
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}}
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// find and remember all entities in this sector
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FindEntitiesInSector();
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}
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// recalculate planes for polygons from their vertices
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// NOTE: Planes are not optimal here. You have to reoptimize the brush
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// after done with dragging
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//
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void CBrushSector::MakePlanesFromVertices(void)
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{
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// clear old planes
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bsc_abplPlanes.Clear();
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bsc_awplPlanes.Clear();
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// get the number of planes to create
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INDEX ctPlanes = bsc_abpoPolygons.Count();
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// create that much planes
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bsc_abplPlanes.New(ctPlanes);
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bsc_awplPlanes.New(ctPlanes);
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// for all polygons
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INDEX ctPolygons = bsc_abpoPolygons.Count();
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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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CBrushPlane &bpl = bsc_abplPlanes[iPolygon];
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CWorkingPlane &wpl = bsc_awplPlanes[iPolygon];
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// link to plane
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bpo.bpo_pbplPlane = &bpl;
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bpl.bpl_pwplWorking = &wpl;
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// clear plane normal
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DOUBLE3D vNormal = DOUBLE3D(0.0f,0.0f,0.0f);
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DOUBLE3D vAnyVertex;
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// for all edges in polygon
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INDEX ctVertices = bpo.bpo_abpePolygonEdges.Count();
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{for(INDEX iVertex=0; iVertex<ctVertices; iVertex++) {
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// get its vertices in counterclockwise order
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CBrushPolygonEdge &bpe = bpo.bpo_abpePolygonEdges[iVertex];
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DOUBLE3D v0, v1;
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bpe.GetVertexCoordinatesPreciseRelative(v0, v1);
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DOUBLE3D vSum = v0+v1;
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DOUBLE3D vDif = v0-v1;
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// add the edge contribution to the normal vector
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vNormal(1) += vDif(2)*vSum(3);
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vNormal(2) += vDif(3)*vSum(1);
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vNormal(3) += vDif(1)*vSum(2);
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vAnyVertex = v0;
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}}
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// if the polygon area is too small
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if (vNormal.Length()<1E-8) {
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// make dummy normal
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vNormal = DOUBLE3D(0,1,0);
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}
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// construct this plane from normal vector and one point
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bpl.bpl_pldPreciseRelative = DOUBLEplane3D(vNormal, vAnyVertex);
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wpl.wpl_plRelative = DOUBLEtoFLOAT(bpl.bpl_pldPreciseRelative);
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// make default mapping coordinates for the plane
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wpl.wpl_mvRelative.FromPlane(wpl.wpl_plRelative);
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}
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}
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// Update sector after moving vertices
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void CBrushSector::UpdateVertexChanges(void)
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{
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// recalculate planes for polygons from their vertices
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MakePlanesFromVertices();
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// update changed sector's data after dragging vertices or importing
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bsc_ulTempFlags|=BSCTF_PRELOADEDBSP;
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UpdateSector();
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}
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void CBrushSector::TriangularizePolygon( CBrushPolygon *pbpo)
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{
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// clear marked for use flag on all polygons in world
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CWorld *pwo=bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_pwoWorld;
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pwo->ClearMarkedForUseFlag();
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pbpo->bpo_ulFlags |= BPOF_MARKED_FOR_USE;
|
|
TriangularizeMarkedPolygons();
|
|
UpdateVertexChanges();
|
|
}
|
|
|
|
// Triangularize polygons that continin vertices from selection
|
|
void CBrushSector::TriangularizeForVertices( CBrushVertexSelection &selVertex)
|
|
{
|
|
// clear marked for use flag on all polygons in world
|
|
CWorld *pwo=bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_pwoWorld;
|
|
pwo->ClearMarkedForUseFlag();
|
|
|
|
// ---------- Mark polygons in this sector that contain any of the selected vertices
|
|
// for all polygons in this sector
|
|
{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo)
|
|
{
|
|
// if polygon is already marked for triangularization
|
|
if( itbpo->bpo_ulFlags & BPOF_MARKED_FOR_USE)
|
|
{
|
|
// no need to test it again
|
|
continue;
|
|
}
|
|
// if this polygon is triangle
|
|
if( itbpo->bpo_aiTriangleElements.Count() == 3)
|
|
{
|
|
// skip it
|
|
continue;
|
|
}
|
|
// for all vertices in this polygon
|
|
{FOREACHINSTATICARRAY(itbpo->bpo_apbvxTriangleVertices, CBrushVertex *, itpbvx)
|
|
{
|
|
// if any of polygon's vertices is selected
|
|
if( (*itpbvx)->bvx_ulFlags&BVXF_SELECTED)
|
|
{
|
|
// mark for triangularized
|
|
itbpo->bpo_ulFlags |= BPOF_MARKED_FOR_USE;
|
|
// no need to test other vertices in this polygon
|
|
break;
|
|
}
|
|
}}
|
|
}}
|
|
|
|
// triangularize marked polygons
|
|
TriangularizeMarkedPolygons();
|
|
}
|
|
|
|
void CBrushSector::TriangularizeMarkedPolygons( void)
|
|
{
|
|
// for marked polygons: count how many there are and how many new triangles will be created
|
|
INDEX ctPolygonsToRemove = 0;
|
|
INDEX ctNewTriangles = 0;
|
|
|
|
// for all polygons in this sector
|
|
{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo)
|
|
{
|
|
// if this polygon is triangle
|
|
if( itbpo->bpo_aiTriangleElements.Count() == 3)
|
|
{
|
|
// skip it
|
|
continue;
|
|
}
|
|
// if polygon is already marked for triangularization
|
|
if( itbpo->bpo_ulFlags & BPOF_MARKED_FOR_USE)
|
|
{
|
|
// count polygon
|
|
ctPolygonsToRemove++;
|
|
// and its triangles
|
|
ctNewTriangles+=itbpo->bpo_aiTriangleElements.Count()/3;
|
|
}
|
|
}}
|
|
|
|
// if all marked polygons are already triangularized
|
|
if( ctPolygonsToRemove == 0)
|
|
{
|
|
// don't do anything
|
|
return;
|
|
}
|
|
|
|
// create new edge and polygon arrays
|
|
CStaticArray<CBrushEdge> abedEdgesNew;
|
|
CStaticArray<CBrushPolygon> abpoPolygonsNew;
|
|
|
|
INDEX ctOldEdges = bsc_abedEdges.Count();
|
|
INDEX ctOldPolygons = bsc_abpoPolygons.Count();
|
|
|
|
abedEdgesNew.New( ctOldEdges+ctNewTriangles*3);
|
|
abpoPolygonsNew.New( ctOldPolygons-ctPolygonsToRemove+ctNewTriangles);
|
|
|
|
// copy old edges to new edge array
|
|
INDEX iEdge;
|
|
for( iEdge=0; iEdge<ctOldEdges; iEdge++)
|
|
{
|
|
abedEdgesNew[iEdge] = bsc_abedEdges[iEdge];
|
|
}
|
|
// note that iEdge points to first new edge
|
|
|
|
|
|
// ----------- Copy old polygons, create new ones along with their edges
|
|
// for all polygons in this sector
|
|
INDEX iNewPolygons=0;
|
|
{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo)
|
|
{
|
|
CBrushPolygon &bpoOld = *itbpo;
|
|
|
|
// polygon shouldn't be triangularized
|
|
if( !(itbpo->bpo_ulFlags & BPOF_MARKED_FOR_USE))
|
|
{
|
|
CBrushPolygon &bpoNew = abpoPolygonsNew[ iNewPolygons];
|
|
// copy the old polygon
|
|
bpoNew.bpo_pbplPlane = itbpo->bpo_pbplPlane;
|
|
|
|
bpoNew.bpo_abptTextures[0].CopyTextureProperties( itbpo->bpo_abptTextures[0], TRUE);
|
|
bpoNew.bpo_abptTextures[1].CopyTextureProperties( itbpo->bpo_abptTextures[1], TRUE);
|
|
bpoNew.bpo_abptTextures[2].CopyTextureProperties( itbpo->bpo_abptTextures[2], TRUE);
|
|
|
|
bpoNew.bpo_colColor = itbpo->bpo_colColor;
|
|
bpoNew.bpo_ulFlags = itbpo->bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew.bpo_colShadow = itbpo->bpo_colShadow;
|
|
bpoNew.bpo_bppProperties = itbpo->bpo_bppProperties;
|
|
bpoNew.bpo_pbscSector = itbpo->bpo_pbscSector;
|
|
|
|
// remap brush polygon edges to point to edges of new array
|
|
INDEX ctEdgesToRemap = itbpo->bpo_abpePolygonEdges.Count();
|
|
// allocate new polygon edges
|
|
bpoNew.bpo_abpePolygonEdges.New(ctEdgesToRemap);
|
|
// for each edge in polygon
|
|
for( INDEX iRemapEdge=0; iRemapEdge<ctEdgesToRemap; iRemapEdge++)
|
|
{
|
|
CBrushPolygonEdge &bpeOld = itbpo->bpo_abpePolygonEdges[iRemapEdge];
|
|
CBrushPolygonEdge &bpeNew = bpoNew.bpo_abpePolygonEdges[iRemapEdge];
|
|
|
|
// get index of the edge for old edge array
|
|
INDEX iOldIndex = bsc_abedEdges.Index( bpeOld.bpe_pbedEdge);
|
|
|
|
// use same index, but point to edge in new edge array
|
|
bpeNew.bpe_pbedEdge = &abedEdgesNew[iOldIndex];
|
|
// set edge direction
|
|
bpeNew.bpe_bReverse = bpeOld.bpe_bReverse;
|
|
}
|
|
|
|
bpoNew.bpo_apbvxTriangleVertices = bpoOld.bpo_apbvxTriangleVertices;
|
|
bpoNew.bpo_aiTriangleElements = bpoOld.bpo_aiTriangleElements;
|
|
|
|
// initialize shadow map
|
|
bpoNew.InitializeShadowMap();
|
|
|
|
iNewPolygons++;
|
|
}
|
|
// if polygon is marked for triangularization
|
|
else
|
|
{
|
|
INDEX ctTriangles = itbpo->bpo_aiTriangleElements.Count()/3;
|
|
// for each triangle in old polygon
|
|
for( INDEX iTriangle=0; iTriangle<ctTriangles; iTriangle++)
|
|
{
|
|
CBrushPolygon &bpoNew = abpoPolygonsNew[ iNewPolygons];
|
|
INDEX iVtx0 = itbpo->bpo_aiTriangleElements[iTriangle*3+0];
|
|
INDEX iVtx1 = itbpo->bpo_aiTriangleElements[iTriangle*3+1];
|
|
INDEX iVtx2 = itbpo->bpo_aiTriangleElements[iTriangle*3+2];
|
|
|
|
CBrushVertex *pbvtx0 = itbpo->bpo_apbvxTriangleVertices[ iVtx0];
|
|
CBrushVertex *pbvtx1 = itbpo->bpo_apbvxTriangleVertices[ iVtx1];
|
|
CBrushVertex *pbvtx2 = itbpo->bpo_apbvxTriangleVertices[ iVtx2];
|
|
|
|
// setup edge 0
|
|
abedEdgesNew[iEdge+0].bed_pbvxVertex0 = pbvtx0;
|
|
abedEdgesNew[iEdge+0].bed_pbvxVertex1 = pbvtx1;
|
|
|
|
// setup edge 1
|
|
abedEdgesNew[iEdge+1].bed_pbvxVertex0 = pbvtx1;
|
|
abedEdgesNew[iEdge+1].bed_pbvxVertex1 = pbvtx2;
|
|
|
|
// setup edge 2
|
|
abedEdgesNew[iEdge+2].bed_pbvxVertex0 = pbvtx2;
|
|
abedEdgesNew[iEdge+2].bed_pbvxVertex1 = pbvtx0;
|
|
|
|
// allocate and set polygon edges for new triangle
|
|
bpoNew.bpo_abpePolygonEdges.New(3);
|
|
bpoNew.bpo_abpePolygonEdges[0].bpe_pbedEdge = &abedEdgesNew[iEdge+0];
|
|
bpoNew.bpo_abpePolygonEdges[0].bpe_bReverse = FALSE;
|
|
bpoNew.bpo_abpePolygonEdges[1].bpe_pbedEdge = &abedEdgesNew[iEdge+1];
|
|
bpoNew.bpo_abpePolygonEdges[1].bpe_bReverse = FALSE;
|
|
bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge+2];
|
|
bpoNew.bpo_abpePolygonEdges[2].bpe_bReverse = FALSE;
|
|
|
|
CBrushEdge &edg0 = *bpoNew.bpo_abpePolygonEdges[0].bpe_pbedEdge;
|
|
CBrushEdge &edg1 = *bpoNew.bpo_abpePolygonEdges[1].bpe_pbedEdge;
|
|
CBrushEdge &edg2 = *bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge;
|
|
|
|
// set brush vertex ptrs
|
|
bpoNew.bpo_apbvxTriangleVertices.New(3);
|
|
bpoNew.bpo_apbvxTriangleVertices[0] = pbvtx0;
|
|
bpoNew.bpo_apbvxTriangleVertices[1] = pbvtx1;
|
|
bpoNew.bpo_apbvxTriangleVertices[2] = pbvtx2;
|
|
|
|
// setup fixed trinagle element indices
|
|
bpoNew.bpo_aiTriangleElements.New(3);
|
|
bpoNew.bpo_aiTriangleElements[0] = 0;
|
|
bpoNew.bpo_aiTriangleElements[1] = 1;
|
|
bpoNew.bpo_aiTriangleElements[2] = 2;
|
|
|
|
// copy parameters from old polygon
|
|
bpoNew.bpo_pbplPlane = itbpo->bpo_pbplPlane;
|
|
|
|
bpoNew.bpo_abptTextures[0].CopyTextureProperties( itbpo->bpo_abptTextures[0], TRUE);
|
|
bpoNew.bpo_abptTextures[1].CopyTextureProperties( itbpo->bpo_abptTextures[1], TRUE);
|
|
bpoNew.bpo_abptTextures[2].CopyTextureProperties( itbpo->bpo_abptTextures[2], TRUE);
|
|
|
|
bpoNew.bpo_colColor = itbpo->bpo_colColor;
|
|
bpoNew.bpo_ulFlags = itbpo->bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew.bpo_colShadow = itbpo->bpo_colShadow;
|
|
bpoNew.bpo_bppProperties = itbpo->bpo_bppProperties;
|
|
bpoNew.bpo_pbscSector = itbpo->bpo_pbscSector;
|
|
|
|
// initialize shadow map
|
|
bpoNew.InitializeShadowMap();
|
|
|
|
// skip created edges
|
|
iEdge+=3;
|
|
// next triangle
|
|
iNewPolygons++;
|
|
}
|
|
}
|
|
}}
|
|
|
|
// copy new arrays over old ones
|
|
bsc_abedEdges.MoveArray( abedEdgesNew);
|
|
bsc_abpoPolygons.MoveArray( abpoPolygonsNew);
|
|
|
|
// create array of working edges
|
|
INDEX cted = bsc_abedEdges.Count();
|
|
bsc_awedEdges.Clear();
|
|
bsc_awedEdges.New(cted);
|
|
// for each edge
|
|
for (INDEX ied=0; ied<cted; ied++) {
|
|
CWorkingEdge &wed = bsc_awedEdges[ied];
|
|
CBrushEdge &bed = bsc_abedEdges[ied];
|
|
// setup its working edge
|
|
bed.bed_pwedWorking = &wed;
|
|
wed.wed_iwvx0 = bsc_abvxVertices.Index(bed.bed_pbvxVertex0);
|
|
wed.wed_iwvx1 = bsc_abvxVertices.Index(bed.bed_pbvxVertex1);
|
|
}
|
|
|
|
// recalculate planes for polygons from their vertices
|
|
MakePlanesFromVertices();
|
|
}
|
|
|
|
void CBrushSector::InsertVertexIntoTriangle( CBrushPolygonSelection &selPolygon, FLOAT3D vVertex)
|
|
{
|
|
if( selPolygon.Count() != 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SubdivideTriangles(selPolygon);
|
|
|
|
// get last vertex
|
|
INDEX ctVertices = bsc_abvxVertices.Count();
|
|
CBrushVertex *pbvtxLast = &bsc_abvxVertices[ctVertices-1];
|
|
pbvtxLast->SetAbsolutePosition( FLOATtoDOUBLE(vVertex));
|
|
}
|
|
|
|
void CBrushSector::SubdivideTriangles( CBrushPolygonSelection &selPolygon)
|
|
{
|
|
INDEX ctPolygonsToRemove = selPolygon.Count();
|
|
INDEX ctNewTriangles = ctPolygonsToRemove*3;
|
|
|
|
// clear marked for use flag on all polygons in world
|
|
CWorld *pwo=bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_pwoWorld;
|
|
pwo->ClearMarkedForUseFlag();
|
|
|
|
// for all polygons in selection
|
|
{FOREACHINDYNAMICCONTAINER(selPolygon, CBrushPolygon, itbpo)
|
|
{
|
|
// mark them for use
|
|
itbpo->bpo_ulFlags |= BPOF_MARKED_FOR_USE;
|
|
if( itbpo->bpo_aiTriangleElements.Count() != 3)
|
|
{
|
|
return;
|
|
}
|
|
}}
|
|
|
|
// clear the selection
|
|
selPolygon.Clear();
|
|
|
|
// create new arrays
|
|
CStaticArray<CWorkingVertex> awvxVerticesNew;
|
|
CStaticArray<CBrushVertex> abvxVerticesNew;
|
|
CStaticArray<CBrushEdge> abedEdgesNew;
|
|
CStaticArray<CBrushPolygon> abpoPolygonsNew;
|
|
|
|
INDEX ctOldVertices = bsc_abvxVertices.Count();
|
|
INDEX ctOldEdges = bsc_abedEdges.Count();
|
|
INDEX ctOldPolygons = bsc_abpoPolygons.Count();
|
|
|
|
// allocate arrays
|
|
abvxVerticesNew.New( ctOldVertices+ctPolygonsToRemove);
|
|
awvxVerticesNew.New( ctOldVertices+ctPolygonsToRemove);
|
|
abedEdgesNew.New( ctOldEdges+ctPolygonsToRemove*6);
|
|
abpoPolygonsNew.New( ctOldPolygons-ctPolygonsToRemove+ctNewTriangles);
|
|
|
|
// copy old vertices to new vertex array
|
|
INDEX iVtx;
|
|
for( iVtx=0; iVtx<ctOldVertices; iVtx++)
|
|
{
|
|
abvxVerticesNew[iVtx] = bsc_abvxVertices[iVtx];
|
|
awvxVerticesNew[iVtx] = bsc_awvxVertices[iVtx];
|
|
}
|
|
// note that iVtx points to first new vertex
|
|
|
|
// initialize working vertex ptrs
|
|
for( INDEX iVtxTemp=0; iVtxTemp<abvxVerticesNew.Count(); iVtxTemp++)
|
|
{
|
|
abvxVerticesNew[iVtxTemp].bvx_pwvxWorking = &awvxVerticesNew[iVtxTemp];
|
|
}
|
|
|
|
// copy old edges to new edge array
|
|
INDEX iEdge;
|
|
for( iEdge=0; iEdge<ctOldEdges; iEdge++)
|
|
{
|
|
// remap old vertices into new vertex array using their indices
|
|
INDEX iOldVtx0 = bsc_abvxVertices.Index( bsc_abedEdges[iEdge].bed_pbvxVertex0);
|
|
INDEX iOldVtx1 = bsc_abvxVertices.Index( bsc_abedEdges[iEdge].bed_pbvxVertex1);
|
|
abedEdgesNew[iEdge].bed_pbvxVertex0 = &abvxVerticesNew[iOldVtx0];
|
|
abedEdgesNew[iEdge].bed_pbvxVertex1 = &abvxVerticesNew[iOldVtx1];
|
|
}
|
|
// note that iEdge points to first new edge
|
|
|
|
|
|
// ----------- Copy old polygons, create new ones along with their edges and vertices
|
|
// for all polygons in this sector
|
|
INDEX iNewPolygons=0;
|
|
{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo)
|
|
{
|
|
CBrushPolygon &bpoOld = *itbpo;
|
|
|
|
// polygon shouldn't be subdivided
|
|
if( !(itbpo->bpo_ulFlags & BPOF_MARKED_FOR_USE))
|
|
{
|
|
// copy the old polygon
|
|
CBrushPolygon &bpoNew = abpoPolygonsNew[ iNewPolygons];
|
|
bpoNew.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
|
|
bpoNew.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
|
|
bpoNew.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// remap brush polygon edges to point to edges of new array
|
|
INDEX ctEdgesToRemap = bpoOld.bpo_abpePolygonEdges.Count();
|
|
// allocate new polygon edges
|
|
bpoNew.bpo_abpePolygonEdges.New(ctEdgesToRemap);
|
|
// for each edge in polygon
|
|
for( INDEX iRemapEdge=0; iRemapEdge<ctEdgesToRemap; iRemapEdge++)
|
|
{
|
|
CBrushPolygonEdge &bpeOld = bpoOld.bpo_abpePolygonEdges[iRemapEdge];
|
|
CBrushPolygonEdge &bpeNew = bpoNew.bpo_abpePolygonEdges[iRemapEdge];
|
|
|
|
// get index of the edge for old edge array
|
|
INDEX iOldIndex = bsc_abedEdges.Index( bpeOld.bpe_pbedEdge);
|
|
|
|
// use same index, but point to edge in new edge array
|
|
bpeNew.bpe_pbedEdge = &abedEdgesNew[iOldIndex];
|
|
// set edge direction
|
|
bpeNew.bpe_bReverse = bpeOld.bpe_bReverse;
|
|
}
|
|
|
|
// allocate and set vertex pointers
|
|
bpoNew.bpo_apbvxTriangleVertices.New(3);
|
|
// remap brush vertex pointers
|
|
for( INDEX iTVtx=0; iTVtx<3; iTVtx++)
|
|
{
|
|
INDEX iOldVtx = bsc_abvxVertices.Index( bpoOld.bpo_apbvxTriangleVertices[iTVtx]);
|
|
bpoNew.bpo_apbvxTriangleVertices[iTVtx] = &abvxVerticesNew[iOldVtx];
|
|
}
|
|
|
|
// copy triangle and triangle elements arrays
|
|
bpoNew.bpo_aiTriangleElements = bpoOld.bpo_aiTriangleElements;
|
|
|
|
// initialize shadow map
|
|
bpoNew.InitializeShadowMap();
|
|
|
|
iNewPolygons++;
|
|
}
|
|
// if polygon is marked for subdivision
|
|
else
|
|
{
|
|
INDEX iVtx0 = bpoOld.bpo_aiTriangleElements[0];
|
|
INDEX iVtx1 = bpoOld.bpo_aiTriangleElements[1];
|
|
INDEX iVtx2 = bpoOld.bpo_aiTriangleElements[2];
|
|
|
|
INDEX iOldVtx0 = bsc_abvxVertices.Index( bpoOld.bpo_apbvxTriangleVertices[ iVtx0]);
|
|
INDEX iOldVtx1 = bsc_abvxVertices.Index( bpoOld.bpo_apbvxTriangleVertices[ iVtx1]);
|
|
INDEX iOldVtx2 = bsc_abvxVertices.Index( bpoOld.bpo_apbvxTriangleVertices[ iVtx2]);
|
|
CBrushVertex *pbvtx0 = &abvxVerticesNew[iOldVtx0];
|
|
CBrushVertex *pbvtx1 = &abvxVerticesNew[iOldVtx1];
|
|
CBrushVertex *pbvtx2 = &abvxVerticesNew[iOldVtx2];
|
|
CBrushVertex *pbvtx3 = &abvxVerticesNew[ iVtx];
|
|
pbvtx3->bvx_pbscSector = this;
|
|
|
|
// calculate and set middle point of the triangle
|
|
DOUBLE3D vCenter = FLOATtoDOUBLE(
|
|
pbvtx0->bvx_vAbsolute +
|
|
pbvtx1->bvx_vAbsolute +
|
|
pbvtx2->bvx_vAbsolute)/3.0;
|
|
pbvtx3->SetAbsolutePosition( vCenter);
|
|
|
|
// add new edges
|
|
// setup edge 0 (copy of old edge)
|
|
abedEdgesNew[iEdge+0].bed_pbvxVertex0 = pbvtx0;
|
|
abedEdgesNew[iEdge+0].bed_pbvxVertex1 = pbvtx1;
|
|
// setup edge 1 (copy of old edge)
|
|
abedEdgesNew[iEdge+1].bed_pbvxVertex0 = pbvtx1;
|
|
abedEdgesNew[iEdge+1].bed_pbvxVertex1 = pbvtx2;
|
|
// setup edge 2 (copy of old edge)
|
|
abedEdgesNew[iEdge+2].bed_pbvxVertex0 = pbvtx2;
|
|
abedEdgesNew[iEdge+2].bed_pbvxVertex1 = pbvtx0;
|
|
// setup edge 3
|
|
abedEdgesNew[iEdge+3].bed_pbvxVertex0 = pbvtx0;
|
|
abedEdgesNew[iEdge+3].bed_pbvxVertex1 = pbvtx3;
|
|
// setup edge 4
|
|
abedEdgesNew[iEdge+4].bed_pbvxVertex0 = pbvtx1;
|
|
abedEdgesNew[iEdge+4].bed_pbvxVertex1 = pbvtx3;
|
|
// setup edge 5
|
|
abedEdgesNew[iEdge+5].bed_pbvxVertex0 = pbvtx2;
|
|
abedEdgesNew[iEdge+5].bed_pbvxVertex1 = pbvtx3;
|
|
|
|
// ---------------- Create first sub-triangle
|
|
CBrushPolygon &bpoNew1 = abpoPolygonsNew[ iNewPolygons+0];
|
|
// allocate and set polygon edges
|
|
bpoNew1.bpo_abpePolygonEdges.New(3);
|
|
bpoNew1.bpo_abpePolygonEdges[0].bpe_pbedEdge = &abedEdgesNew[iEdge+0];
|
|
bpoNew1.bpo_abpePolygonEdges[0].bpe_bReverse = FALSE;
|
|
bpoNew1.bpo_abpePolygonEdges[1].bpe_pbedEdge = &abedEdgesNew[iEdge+4];
|
|
bpoNew1.bpo_abpePolygonEdges[1].bpe_bReverse = FALSE;
|
|
bpoNew1.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge+3];
|
|
bpoNew1.bpo_abpePolygonEdges[2].bpe_bReverse = TRUE;
|
|
|
|
// set brush vertex ptrs
|
|
bpoNew1.bpo_apbvxTriangleVertices.New(3);
|
|
bpoNew1.bpo_apbvxTriangleVertices[0] = pbvtx0;
|
|
bpoNew1.bpo_apbvxTriangleVertices[1] = pbvtx1;
|
|
bpoNew1.bpo_apbvxTriangleVertices[2] = pbvtx3;
|
|
|
|
// setup fixed trinagle element indices
|
|
bpoNew1.bpo_aiTriangleElements.New(3);
|
|
bpoNew1.bpo_aiTriangleElements[0] = 0;
|
|
bpoNew1.bpo_aiTriangleElements[1] = 1;
|
|
bpoNew1.bpo_aiTriangleElements[2] = 2;
|
|
|
|
// copy parameters from old polygon
|
|
bpoNew1.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
bpoNew1.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew1.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew1.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
bpoNew1.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew1.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew1.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew1.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew1.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// initialize shadow map
|
|
bpoNew1.InitializeShadowMap();
|
|
|
|
// ---------------- Create second sub-triangle
|
|
CBrushPolygon &bpoNew2 = abpoPolygonsNew[ iNewPolygons+1];
|
|
// allocate and set polygon edges
|
|
bpoNew2.bpo_abpePolygonEdges.New(3);
|
|
bpoNew2.bpo_abpePolygonEdges[0].bpe_pbedEdge = &abedEdgesNew[iEdge+1];
|
|
bpoNew2.bpo_abpePolygonEdges[0].bpe_bReverse = FALSE;
|
|
bpoNew2.bpo_abpePolygonEdges[1].bpe_pbedEdge = &abedEdgesNew[iEdge+5];
|
|
bpoNew2.bpo_abpePolygonEdges[1].bpe_bReverse = FALSE;
|
|
bpoNew2.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge+4];
|
|
bpoNew2.bpo_abpePolygonEdges[2].bpe_bReverse = TRUE;
|
|
|
|
// set brush vertex ptrs
|
|
bpoNew2.bpo_apbvxTriangleVertices.New(3);
|
|
bpoNew2.bpo_apbvxTriangleVertices[0] = pbvtx1;
|
|
bpoNew2.bpo_apbvxTriangleVertices[1] = pbvtx2;
|
|
bpoNew2.bpo_apbvxTriangleVertices[2] = pbvtx3;
|
|
|
|
// setup fixed trinagle element indices
|
|
bpoNew2.bpo_aiTriangleElements.New(3);
|
|
bpoNew2.bpo_aiTriangleElements[0] = 0;
|
|
bpoNew2.bpo_aiTriangleElements[1] = 1;
|
|
bpoNew2.bpo_aiTriangleElements[2] = 2;
|
|
|
|
// copy parameters from old polygon
|
|
bpoNew2.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
bpoNew2.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew2.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew2.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
bpoNew2.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew2.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew2.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew2.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew2.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// initialize shadow map
|
|
bpoNew2.InitializeShadowMap();
|
|
|
|
// ---------------- Create third sub-triangle
|
|
CBrushPolygon &bpoNew3 = abpoPolygonsNew[ iNewPolygons+2];
|
|
// allocate and set polygon edges
|
|
bpoNew3.bpo_abpePolygonEdges.New(3);
|
|
bpoNew3.bpo_abpePolygonEdges[0].bpe_pbedEdge = &abedEdgesNew[iEdge+2];
|
|
bpoNew3.bpo_abpePolygonEdges[0].bpe_bReverse = FALSE;
|
|
bpoNew3.bpo_abpePolygonEdges[1].bpe_pbedEdge = &abedEdgesNew[iEdge+3];
|
|
bpoNew3.bpo_abpePolygonEdges[1].bpe_bReverse = FALSE;
|
|
bpoNew3.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge+5];
|
|
bpoNew3.bpo_abpePolygonEdges[2].bpe_bReverse = TRUE;
|
|
|
|
// set brush vertex ptrs
|
|
bpoNew3.bpo_apbvxTriangleVertices.New(3);
|
|
bpoNew3.bpo_apbvxTriangleVertices[0] = pbvtx2;
|
|
bpoNew3.bpo_apbvxTriangleVertices[1] = pbvtx0;
|
|
bpoNew3.bpo_apbvxTriangleVertices[2] = pbvtx3;
|
|
|
|
// setup fixed trinagle element indices
|
|
bpoNew3.bpo_aiTriangleElements.New(3);
|
|
bpoNew3.bpo_aiTriangleElements[0] = 0;
|
|
bpoNew3.bpo_aiTriangleElements[1] = 1;
|
|
bpoNew3.bpo_aiTriangleElements[2] = 2;
|
|
|
|
// copy parameters from old polygon
|
|
bpoNew3.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
bpoNew3.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew3.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew3.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
bpoNew3.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew3.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew3.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew3.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew3.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// initialize shadow map
|
|
bpoNew3.InitializeShadowMap();
|
|
|
|
// skip newly created vertex
|
|
iVtx++;
|
|
// skip created edges
|
|
iEdge+=6;
|
|
// next triangle
|
|
iNewPolygons += 3;
|
|
}
|
|
}}
|
|
|
|
// copy new arrays over old ones
|
|
bsc_awvxVertices.MoveArray( awvxVerticesNew);
|
|
bsc_abvxVertices.MoveArray( abvxVerticesNew);
|
|
bsc_abedEdges.MoveArray( abedEdgesNew);
|
|
bsc_abpoPolygons.MoveArray( abpoPolygonsNew);
|
|
|
|
// create array of working edges
|
|
INDEX cted = bsc_abedEdges.Count();
|
|
bsc_awedEdges.Clear();
|
|
bsc_awedEdges.New(cted);
|
|
// for each edge
|
|
for (INDEX ied=0; ied<cted; ied++)
|
|
{
|
|
CWorkingEdge &wed = bsc_awedEdges[ied];
|
|
CBrushEdge &bed = bsc_abedEdges[ied];
|
|
// setup its working edge
|
|
bed.bed_pwedWorking = &wed;
|
|
wed.wed_iwvx0 = bsc_abvxVertices.Index(bed.bed_pbvxVertex0);
|
|
wed.wed_iwvx1 = bsc_abvxVertices.Index(bed.bed_pbvxVertex1);
|
|
}
|
|
|
|
// recalculate planes for polygons from their vertices
|
|
MakePlanesFromVertices();
|
|
UpdateSector();
|
|
}
|
|
|
|
|
|
// Search for shared edge in two given triangles
|
|
void GetSharedEdge( CBrushPolygon *pbpo0, CBrushPolygon *pbpo1, CBrushEdge *&pse)
|
|
{
|
|
for( INDEX iFirst=0; iFirst<3; iFirst++)
|
|
{
|
|
for( INDEX iSecond=0; iSecond<3; iSecond++)
|
|
{
|
|
if( pbpo0->bpo_abpePolygonEdges[iFirst].bpe_pbedEdge ==
|
|
pbpo1->bpo_abpePolygonEdges[iSecond].bpe_pbedEdge )
|
|
{
|
|
pse = pbpo0->bpo_abpePolygonEdges[iFirst].bpe_pbedEdge;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
pse = NULL;
|
|
}
|
|
|
|
BOOL CBrushSector::IsReTripleAvailable( CBrushPolygonSelection &selPolygon)
|
|
{
|
|
// we must have two polygons in selection
|
|
if( selPolygon.Count() != 2) return FALSE;
|
|
|
|
// obtain polygons
|
|
CBrushPolygon *pbpoOld0 = selPolygon.sa_Array[0];
|
|
CBrushPolygon *pbpoOld1 = selPolygon.sa_Array[1];
|
|
|
|
// must be in the same sector
|
|
if( pbpoOld0->bpo_pbscSector != pbpoOld1->bpo_pbscSector) return FALSE;
|
|
|
|
// both of them must be triangles
|
|
if( pbpoOld0->bpo_aiTriangleElements.Count() != 3) return FALSE;
|
|
if( pbpoOld1->bpo_aiTriangleElements.Count() != 3) return FALSE;
|
|
|
|
// triangles must share an edge
|
|
CBrushEdge *pse = NULL;
|
|
GetSharedEdge( pbpoOld0, pbpoOld1, pse);
|
|
return(pse != NULL);
|
|
}
|
|
|
|
void GetNonSharedEdgesContainingVtx(CBrushPolygon *pbpo0, CBrushPolygon *pbpo1,
|
|
CBrushEdge *pse, CBrushVertex *pvtx,
|
|
CBrushPolygonEdge *&pbpe0, CBrushPolygonEdge *&pbpe1)
|
|
{
|
|
// set invalid ptrs
|
|
pbpe0 = NULL;
|
|
pbpe1 = NULL;
|
|
|
|
// for first triangle
|
|
for( INDEX itri0=0; itri0<3; itri0++)
|
|
{
|
|
CBrushPolygonEdge *pbpeTest = &pbpo0->bpo_abpePolygonEdges[itri0];
|
|
if( ( pbpeTest->bpe_pbedEdge != pse) && // if it is not shared edge
|
|
((pbpeTest->bpe_pbedEdge->bed_pbvxVertex0 == pvtx) || // and contains given vertex
|
|
(pbpeTest->bpe_pbedEdge->bed_pbvxVertex1 == pvtx)) )
|
|
{
|
|
pbpe0 = pbpeTest;
|
|
}
|
|
}
|
|
// for second triangle
|
|
for( INDEX itri1=0; itri1<3; itri1++)
|
|
{
|
|
CBrushPolygonEdge *pbpeTest = &pbpo1->bpo_abpePolygonEdges[itri1];
|
|
if( ( pbpeTest->bpe_pbedEdge != pse) && // if it is not shared edge
|
|
((pbpeTest->bpe_pbedEdge->bed_pbvxVertex0 == pvtx) || // and contains given vertex
|
|
(pbpeTest->bpe_pbedEdge->bed_pbvxVertex1 == pvtx)) )
|
|
{
|
|
pbpe1 = pbpeTest;
|
|
}
|
|
}
|
|
|
|
// both must be found
|
|
ASSERT( pbpe0 != NULL);
|
|
ASSERT( pbpe1 != NULL);
|
|
return;
|
|
}
|
|
|
|
void CBrushSector::ReTriple( CBrushPolygonSelection &selPolygon)
|
|
{
|
|
// we must have two polygons in selection
|
|
if( selPolygon.Count() != 2) return;
|
|
|
|
// obtain polygons
|
|
CBrushPolygon *pbpoOld0 = selPolygon.sa_Array[0];
|
|
CBrushPolygon *pbpoOld1 = selPolygon.sa_Array[1];
|
|
|
|
// both of them must be triangles
|
|
if( pbpoOld0->bpo_aiTriangleElements.Count() != 3) return;
|
|
if( pbpoOld1->bpo_aiTriangleElements.Count() != 3) return;
|
|
|
|
// clear marked for use flag on all polygons in world
|
|
CWorld *pwo=bsc_pbmBrushMip->bm_pbrBrush->br_penEntity->en_pwoWorld;
|
|
pwo->ClearMarkedForUseFlag();
|
|
|
|
// mark them for use
|
|
pbpoOld0->bpo_ulFlags |= BPOF_MARKED_FOR_USE;
|
|
pbpoOld1->bpo_ulFlags |= BPOF_MARKED_FOR_USE;
|
|
|
|
// clear the selection (polygons will be erased)
|
|
selPolygon.Clear();
|
|
|
|
// create new arrays
|
|
CStaticArray<CBrushEdge> abedEdgesNew;
|
|
CStaticArray<CBrushPolygon> abpoPolygonsNew;
|
|
|
|
INDEX ctOldEdges = bsc_abedEdges.Count();
|
|
INDEX ctOldPolygons = bsc_abpoPolygons.Count();
|
|
|
|
// allocate arrays
|
|
abedEdgesNew.New( ctOldEdges+1);
|
|
abpoPolygonsNew.New( ctOldPolygons);
|
|
|
|
// copy old edges to new edge array
|
|
INDEX iEdge;
|
|
for( iEdge=0; iEdge<ctOldEdges; iEdge++)
|
|
{
|
|
// copy vertex ptrs
|
|
abedEdgesNew[iEdge].bed_pbvxVertex0 = bsc_abedEdges[iEdge].bed_pbvxVertex0;
|
|
abedEdgesNew[iEdge].bed_pbvxVertex1 = bsc_abedEdges[iEdge].bed_pbvxVertex1;
|
|
}
|
|
// note that iEdge points to first new edge
|
|
|
|
// ----------- Copy old polygons (except two new ones)
|
|
// for all polygons in this sector
|
|
INDEX iNewPolygons=0;
|
|
{FOREACHINSTATICARRAY(bsc_abpoPolygons, CBrushPolygon, itbpo)
|
|
{
|
|
CBrushPolygon &bpoOld = *itbpo;
|
|
|
|
// polygon shouldn't be subdivided
|
|
if( !(itbpo->bpo_ulFlags & BPOF_MARKED_FOR_USE))
|
|
{
|
|
// copy the old polygon
|
|
CBrushPolygon &bpoNew = abpoPolygonsNew[ iNewPolygons];
|
|
bpoNew.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
|
|
bpoNew.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
|
|
bpoNew.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// remap brush polygon edges to point to edges of new array
|
|
INDEX ctEdgesToRemap = bpoOld.bpo_abpePolygonEdges.Count();
|
|
// allocate new polygon edges
|
|
bpoNew.bpo_abpePolygonEdges.New(ctEdgesToRemap);
|
|
// for each edge in polygon
|
|
for( INDEX iRemapEdge=0; iRemapEdge<ctEdgesToRemap; iRemapEdge++)
|
|
{
|
|
CBrushPolygonEdge &bpeOld = bpoOld.bpo_abpePolygonEdges[iRemapEdge];
|
|
CBrushPolygonEdge &bpeNew = bpoNew.bpo_abpePolygonEdges[iRemapEdge];
|
|
|
|
// get index of the edge for old edge array
|
|
INDEX iOldIndex = bsc_abedEdges.Index( bpeOld.bpe_pbedEdge);
|
|
|
|
// use same index, but point to edge in new edge array
|
|
bpeNew.bpe_pbedEdge = &abedEdgesNew[iOldIndex];
|
|
// set edge direction
|
|
bpeNew.bpe_bReverse = bpeOld.bpe_bReverse;
|
|
}
|
|
|
|
// allocate and set vertex pointers
|
|
INDEX ctOldTVtx = bpoOld.bpo_apbvxTriangleVertices.Count();
|
|
bpoNew.bpo_apbvxTriangleVertices.New(ctOldTVtx);
|
|
// copy old brush vertex pointers
|
|
for( INDEX iTVtx=0; iTVtx<ctOldTVtx; iTVtx++)
|
|
{
|
|
bpoNew.bpo_apbvxTriangleVertices[iTVtx] = bpoOld.bpo_apbvxTriangleVertices[iTVtx];
|
|
}
|
|
|
|
// copy triangle and triangle elements arrays
|
|
bpoNew.bpo_aiTriangleElements = bpoOld.bpo_aiTriangleElements;
|
|
|
|
// initialize shadow map
|
|
bpoNew.InitializeShadowMap();
|
|
|
|
iNewPolygons++;
|
|
}
|
|
}}
|
|
|
|
// get shared edge
|
|
CBrushEdge *pse = NULL;
|
|
GetSharedEdge( pbpoOld0, pbpoOld1, pse);
|
|
ASSERT( pse != NULL);
|
|
// obtain vertices 0 and 1 of shared edge
|
|
CBrushVertex *pv0se = pse->bed_pbvxVertex0;
|
|
CBrushVertex *pv1se = pse->bed_pbvxVertex1;
|
|
|
|
// they will form first two edges of retripled polygon (each edge will be from different polygon)
|
|
CBrushPolygonEdge *pbpev0e0;
|
|
CBrushPolygonEdge *pbpev0e1;
|
|
// from two given polygons, extract edges different from shared edge that contain given vertex of shared edge
|
|
GetNonSharedEdgesContainingVtx( pbpoOld0, pbpoOld1, pse, pv0se, pbpev0e0, pbpev0e1);
|
|
|
|
#define REMAP_EDGE( pedg) \
|
|
{INDEX iIndex = bsc_abedEdges.Index( pedg->bpe_pbedEdge);\
|
|
pedg->bpe_pbedEdge = &abedEdgesNew[iIndex];}
|
|
|
|
REMAP_EDGE( pbpev0e0);
|
|
REMAP_EDGE( pbpev0e1);
|
|
|
|
// get two other edges, for second retripled triangle
|
|
CBrushPolygonEdge *pbpev1e0;
|
|
CBrushPolygonEdge *pbpev1e1;
|
|
GetNonSharedEdgesContainingVtx( pbpoOld0, pbpoOld1, pse, pv1se, pbpev1e0, pbpev1e1);
|
|
|
|
REMAP_EDGE( pbpev1e0);
|
|
REMAP_EDGE( pbpev1e1);
|
|
|
|
// find edges that exit and enter shared edge's vertex 0
|
|
CBrushPolygonEdge *pbpeExit;
|
|
CBrushPolygonEdge *pbpeEnter;
|
|
if( ((pbpev0e0->bpe_pbedEdge->bed_pbvxVertex0 == pv0se) && !pbpev0e0->bpe_bReverse) ||
|
|
((pbpev0e0->bpe_pbedEdge->bed_pbvxVertex1 == pv0se) && pbpev0e0->bpe_bReverse) )
|
|
{
|
|
pbpeExit = pbpev0e0;
|
|
pbpeEnter = pbpev0e1;
|
|
}
|
|
else
|
|
{
|
|
pbpeExit = pbpev0e1;
|
|
pbpeEnter = pbpev0e0;
|
|
}
|
|
|
|
// find start vertex of new edge
|
|
CBrushVertex *pvNew0;
|
|
if( pbpeExit->bpe_pbedEdge->bed_pbvxVertex0 != pv0se)
|
|
{
|
|
pvNew0 = pbpeExit->bpe_pbedEdge->bed_pbvxVertex0;
|
|
}
|
|
else
|
|
{
|
|
pvNew0 = pbpeExit->bpe_pbedEdge->bed_pbvxVertex1;
|
|
}
|
|
// find end vertex of new edge
|
|
CBrushVertex *pvNew1;
|
|
if( pbpeEnter->bpe_pbedEdge->bed_pbvxVertex0 != pv0se)
|
|
{
|
|
pvNew1 = pbpeEnter->bpe_pbedEdge->bed_pbvxVertex0;
|
|
}
|
|
else
|
|
{
|
|
pvNew1 = pbpeEnter->bpe_pbedEdge->bed_pbvxVertex1;
|
|
}
|
|
|
|
// add new edge
|
|
abedEdgesNew[iEdge].bed_pbvxVertex0 = pvNew0;
|
|
abedEdgesNew[iEdge].bed_pbvxVertex1 = pvNew1;
|
|
|
|
// --------------- Create retripled triangle 1
|
|
{
|
|
// copy the old polygon
|
|
CBrushPolygon &bpoNew = abpoPolygonsNew[ iNewPolygons+0];
|
|
CBrushPolygon &bpoOld = *pbpoOld0;
|
|
bpoNew.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
|
|
bpoNew.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
|
|
bpoNew.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// allocate polygon edges
|
|
bpoNew.bpo_abpePolygonEdges.New(3);
|
|
// set edges data
|
|
bpoNew.bpo_abpePolygonEdges[0].bpe_pbedEdge = pbpev0e0->bpe_pbedEdge;
|
|
bpoNew.bpo_abpePolygonEdges[0].bpe_bReverse = pbpev0e0->bpe_bReverse;
|
|
bpoNew.bpo_abpePolygonEdges[1].bpe_pbedEdge = pbpev0e1->bpe_pbedEdge;
|
|
bpoNew.bpo_abpePolygonEdges[1].bpe_bReverse = pbpev0e1->bpe_bReverse;
|
|
bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge];
|
|
bpoNew.bpo_abpePolygonEdges[2].bpe_bReverse = FALSE;
|
|
|
|
// allocate and set vertex pointers
|
|
bpoNew.bpo_apbvxTriangleVertices.New(3);
|
|
bpoNew.bpo_apbvxTriangleVertices[0] = pv0se;
|
|
bpoNew.bpo_apbvxTriangleVertices[1] = pvNew0;
|
|
bpoNew.bpo_apbvxTriangleVertices[2] = pvNew1;
|
|
|
|
// copy triangle and triangle elements arrays
|
|
bpoNew.bpo_aiTriangleElements.New(3);
|
|
bpoNew.bpo_aiTriangleElements[0] = 0;
|
|
bpoNew.bpo_aiTriangleElements[1] = 1;
|
|
bpoNew.bpo_aiTriangleElements[2] = 2;
|
|
|
|
// initialize shadow map
|
|
bpoNew.InitializeShadowMap();
|
|
}
|
|
|
|
// --------------- Create retripled triangle 2
|
|
{
|
|
// copy the old polygon
|
|
CBrushPolygon &bpoNew = abpoPolygonsNew[ iNewPolygons+1];
|
|
CBrushPolygon &bpoOld = *pbpoOld1;
|
|
bpoNew.bpo_pbplPlane = bpoOld.bpo_pbplPlane;
|
|
|
|
bpoNew.bpo_abptTextures[0].CopyTextureProperties( bpoOld.bpo_abptTextures[0], TRUE);
|
|
bpoNew.bpo_abptTextures[1].CopyTextureProperties( bpoOld.bpo_abptTextures[1], TRUE);
|
|
bpoNew.bpo_abptTextures[2].CopyTextureProperties( bpoOld.bpo_abptTextures[2], TRUE);
|
|
|
|
bpoNew.bpo_colColor = bpoOld.bpo_colColor;
|
|
bpoNew.bpo_ulFlags = bpoOld.bpo_ulFlags & ~(BPOF_MARKED_FOR_USE|BPOF_SELECTED);
|
|
bpoNew.bpo_colShadow = bpoOld.bpo_colShadow;
|
|
bpoNew.bpo_bppProperties = bpoOld.bpo_bppProperties;
|
|
bpoNew.bpo_pbscSector = bpoOld.bpo_pbscSector;
|
|
|
|
// allocate polygon edges
|
|
bpoNew.bpo_abpePolygonEdges.New(3);
|
|
// set edges data
|
|
bpoNew.bpo_abpePolygonEdges[0].bpe_pbedEdge = pbpev1e0->bpe_pbedEdge;
|
|
bpoNew.bpo_abpePolygonEdges[0].bpe_bReverse = pbpev1e0->bpe_bReverse;
|
|
bpoNew.bpo_abpePolygonEdges[1].bpe_pbedEdge = pbpev1e1->bpe_pbedEdge;
|
|
bpoNew.bpo_abpePolygonEdges[1].bpe_bReverse = pbpev1e1->bpe_bReverse;
|
|
bpoNew.bpo_abpePolygonEdges[2].bpe_pbedEdge = &abedEdgesNew[iEdge];
|
|
bpoNew.bpo_abpePolygonEdges[2].bpe_bReverse = TRUE;
|
|
|
|
// allocate and set vertex pointers
|
|
bpoNew.bpo_apbvxTriangleVertices.New(3);
|
|
bpoNew.bpo_apbvxTriangleVertices[0] = pv1se;
|
|
bpoNew.bpo_apbvxTriangleVertices[1] = pvNew1;
|
|
bpoNew.bpo_apbvxTriangleVertices[2] = pvNew0;
|
|
|
|
// copy triangle and triangle elements arrays
|
|
bpoNew.bpo_aiTriangleElements.New(3);
|
|
bpoNew.bpo_aiTriangleElements[0] = 0;
|
|
bpoNew.bpo_aiTriangleElements[1] = 1;
|
|
bpoNew.bpo_aiTriangleElements[2] = 2;
|
|
|
|
// initialize shadow map
|
|
bpoNew.InitializeShadowMap();
|
|
}
|
|
|
|
// copy new arrays over old ones
|
|
bsc_abedEdges.MoveArray( abedEdgesNew);
|
|
bsc_abpoPolygons.MoveArray( abpoPolygonsNew);
|
|
|
|
// create array of working edges
|
|
INDEX cted = bsc_abedEdges.Count();
|
|
bsc_awedEdges.Clear();
|
|
bsc_awedEdges.New(cted);
|
|
// for each edge
|
|
for (INDEX ied=0; ied<cted; ied++)
|
|
{
|
|
CWorkingEdge &wed = bsc_awedEdges[ied];
|
|
CBrushEdge &bed = bsc_abedEdges[ied];
|
|
// setup its working edge
|
|
bed.bed_pwedWorking = &wed;
|
|
wed.wed_iwvx0 = bsc_abvxVertices.Index(bed.bed_pbvxVertex0);
|
|
wed.wed_iwvx1 = bsc_abvxVertices.Index(bed.bed_pbvxVertex1);
|
|
}
|
|
|
|
// recalculate planes for polygons from their vertices
|
|
MakePlanesFromVertices();
|
|
UpdateSector();
|
|
}
|
|
|
|
|
|
// get amount of memory used by this object
|
|
SLONG CBrushSector::GetUsedMemory(void)
|
|
{
|
|
// init
|
|
SLONG slUsedMemory = sizeof(CBrushSector);
|
|
// add some more
|
|
slUsedMemory += bsc_strName.Length();
|
|
slUsedMemory += bsc_rdOtherSidePortals.Count() * sizeof(CRelationLnk);
|
|
slUsedMemory += bsc_rsEntities.Count() * sizeof(CRelationLnk);
|
|
return slUsedMemory;
|
|
}
|