mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +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
295 lines
11 KiB
C++
295 lines
11 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/Math/Float.h>
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#include <Engine/Math/Object3D.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/World/WorldEditingProfile.h>
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#include <Engine/Brushes/BrushTransformed.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Math/Projection_DOUBLE.h>
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/*
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* Add 3d object as new mip brush.
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*/
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void CBrush3D::AddMipBrushFromObject3D_t(CObject3D &ob, FLOAT fSwitchDistance) // throw char *
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// create one brush mip
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CBrushMip *pbmBrushMip = new CBrushMip;
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// add it to the brush
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br_lhBrushMips.AddTail(pbmBrushMip->bm_lnInBrush);
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pbmBrushMip->bm_pbrBrush = this;
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pbmBrushMip->bm_fMaxDistance = fSwitchDistance;
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// add the object to the brush mip
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pbmBrushMip->AddFromObject3D_t(ob);
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}
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/*
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* Fill a brush from 3d object.
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*/
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void CBrush3D::FromObject3D_t(CObject3D &ob) // throw char *
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{
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ASSERT(GetFPUPrecision()==FPT_53BIT);
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// clear this brush in case there is something in it
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Clear();
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// create one brush mip
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CBrushMip *pbmBrushMip = new CBrushMip;
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// add it to the brush
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br_lhBrushMips.AddTail(pbmBrushMip->bm_lnInBrush);
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pbmBrushMip->bm_pbrBrush = this;
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// add the object to the brush mip
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pbmBrushMip->AddFromObject3D_t(ob);
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}
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/*
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* Add an object3d to brush. (returns pointer to the first created sector)
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*/
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CBrushSector *CBrushMip::AddFromObject3D_t(CObject3D &ob) // throw char *
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{
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CSetFPUPrecision sfp(FPT_53BIT);
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_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_ADDFROMOBJECT3D);
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// optimize the object, to remove replicated and unused elements and find edge inverses
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CBrush3D::OptimizeObject3D(ob);
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// turn this on to dump result of all CSG operations
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#ifndef NDEBUG
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// ob.DebugDump();
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#endif //NDEBUG
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// create as much new sectors in brush mip as there are sectors in object
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CBrushSector *pbscSectors = bm_abscSectors.New(ob.ob_aoscSectors.Count());
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CBrushSector *pbscFirstSector = pbscSectors;
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// for each sector in the object
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FOREACHINDYNAMICARRAY(ob.ob_aoscSectors, CObjectSector, itosc) {
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// set brush sector's pointer to the brush
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pbscSectors->bsc_pbmBrushMip = this;
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// fill one brush sector from it
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pbscSectors->FromObjectSector_t(*itosc);
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pbscSectors++;
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}
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_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_ADDFROMOBJECT3D);
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// return pointer to first created sector
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return pbscFirstSector;
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}
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/*
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* Fill a brush sector from a sector in object3d.
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*/
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void CBrushSector::FromObjectSector_t(CObjectSector &osc) // throw char *
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{
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// copy sector color
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bsc_colColor = osc.osc_colColor;
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bsc_colAmbient = osc.osc_colAmbient;
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bsc_ulFlags = osc.osc_ulFlags[0] & ~(BSCF_SELECTED|BSCF_SELECTEDFORCSG);
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bsc_ulFlags2 = osc.osc_ulFlags[1];
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bsc_ulVisFlags = osc.osc_ulFlags[2];
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bsc_strName = osc.osc_strName;
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// lock the object elements
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osc.LockAll();
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// lock the brush elements
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LockAll();
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/* Copy vertices. */
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// get the number of vertices in object
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INDEX ctVertices = osc.osc_aovxVertices.Count();
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// create that much vertices in brush
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bsc_abvxVertices.New(ctVertices);
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bsc_awvxVertices.New(ctVertices);
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// copy all vertices and set their indices
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for(INDEX iVertex=0; iVertex<ctVertices; iVertex++) {
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bsc_abvxVertices[iVertex].bvx_vdPreciseRelative = osc.osc_aovxVertices[iVertex];
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bsc_abvxVertices[iVertex].bvx_pbscSector = this;
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osc.osc_aovxVertices[iVertex].ovx_Index = iVertex;
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}
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/* Copy planes. */
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// get the number of planes in object
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INDEX ctPlanes = osc.osc_aoplPlanes.Count();
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// create that much planes in brush
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bsc_abplPlanes.New(ctPlanes);
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bsc_awplPlanes.New(ctPlanes);
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// copy all planes and set their indices
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for(INDEX iPlane=0; iPlane<ctPlanes; iPlane++) {
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bsc_abplPlanes[iPlane].bpl_pldPreciseRelative = osc.osc_aoplPlanes[iPlane];
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osc.osc_aoplPlanes[iPlane].opl_Index = iPlane;
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}
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/* Copy edges. */
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// get the number of edges in object
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INDEX ctEdges = osc.osc_aoedEdges.Count();
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// create that much edges in brush
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bsc_abedEdges.New(ctEdges);
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bsc_awedEdges.New(ctEdges);
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// for all edges in object
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for(INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
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CObjectEdge &oed = osc.osc_aoedEdges[iEdge]; // object edge alias
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CBrushEdge &bed = bsc_abedEdges[iEdge]; // brush edge alias
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CWorkingEdge &wed = bsc_awedEdges[iEdge];
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// set the brush edge
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bed.bed_pbvxVertex0 = &bsc_abvxVertices[oed.oed_Vertex0->ovx_Index];
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bed.bed_pbvxVertex1 = &bsc_abvxVertices[oed.oed_Vertex1->ovx_Index];
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// set the working edge
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bed.bed_pwedWorking = &wed;
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wed.wed_iwvx0 = oed.oed_Vertex0->ovx_Index;
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wed.wed_iwvx1 = oed.oed_Vertex1->ovx_Index;
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// set object edge index
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oed.oed_Index = iEdge;
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}
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/* Copy polygons. */
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// get the number of polygons in object
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INDEX ctPolygons = osc.osc_aopoPolygons.Count();
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// create that much polygons in brush
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bsc_abpoPolygons.New(ctPolygons);
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// copy all polygons and set their indices
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for(INDEX iPolygon=0; iPolygon<ctPolygons; iPolygon++) {
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CBrushPolygon &bpo = bsc_abpoPolygons[iPolygon]; // brush polygon alias
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CObjectPolygon &opo = osc.osc_aopoPolygons[iPolygon]; // object polygon alias
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// get plane
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bpo.bpo_pbplPlane = &bsc_abplPlanes[opo.opo_Plane->opl_Index];
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// get texture from object material
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bpo.bpo_abptTextures[0].bpt_toTexture.SetData_t(opo.opo_Material->omt_Name);
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bpo.bpo_abptTextures[1].bpt_toTexture.SetData_t(opo.opo_Material->omt_strName2);
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bpo.bpo_abptTextures[2].bpt_toTexture.SetData_t(opo.opo_Material->omt_strName3);
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// set polygon index
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opo.opo_Index = iPolygon;
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// set polygon color
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bpo.bpo_colColor = opo.opo_colorColor;
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// set polygon mapping
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bpo.bpo_abptTextures[0].bpt_mdMapping = opo.opo_amdMappings[0];
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bpo.bpo_abptTextures[1].bpt_mdMapping = opo.opo_amdMappings[1];
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bpo.bpo_abptTextures[2].bpt_mdMapping = opo.opo_amdMappings[2];
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bpo.bpo_mdShadow = opo.opo_amdMappings[3];
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// set sector pointer
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bpo.bpo_pbscSector = this;
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// copy polygon properties
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const int sizeTextureProperties = sizeof(bpo.bpo_abptTextures[0].bpt_auProperties);
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const int sizePolygonProperties = sizeof(CBrushPolygonProperties);
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ASSERT(sizeof(opo.opo_ubUserData)>=sizePolygonProperties+3*sizeTextureProperties);
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UBYTE *pubUserData = (UBYTE*)&opo.opo_ubUserData;
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memcpy(&bpo.bpo_bppProperties, pubUserData, sizePolygonProperties);
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memcpy(&bpo.bpo_abptTextures[0].bpt_auProperties,
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pubUserData+sizePolygonProperties+0*sizeTextureProperties,
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sizeTextureProperties);
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memcpy(&bpo.bpo_abptTextures[1].bpt_auProperties,
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pubUserData+sizePolygonProperties+1*sizeTextureProperties,
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sizeTextureProperties);
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memcpy(&bpo.bpo_abptTextures[2].bpt_auProperties,
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pubUserData+sizePolygonProperties+2*sizeTextureProperties,
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sizeTextureProperties);
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bpo.bpo_colShadow = *(ULONG*)(pubUserData+sizePolygonProperties+3*sizeTextureProperties),
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// set polygon flags
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bpo.bpo_ulFlags = opo.opo_ulFlags & ~(OPOF_IGNOREDBYCSG|BPOF_SELECTED);
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// if the polygon was just created
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if(!(bpo.bpo_ulFlags&BPOF_WASBRUSHPOLYGON)) {
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// initialize its textures and properties properly
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bpo.bpo_bppProperties.bpp_ubShadowBlend = 1;
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bpo.bpo_colShadow = C_WHITE|CT_OPAQUE;
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bpo.bpo_abptTextures[0].s.bpt_colColor = C_WHITE|CT_OPAQUE;
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bpo.bpo_abptTextures[0].s.bpt_ubFlags = BPTF_DISCARDABLE;
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bpo.bpo_abptTextures[0].s.bpt_ubScroll = 0;
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bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_OPAQUE;
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bpo.bpo_abptTextures[1].s.bpt_colColor = C_WHITE|CT_OPAQUE;
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bpo.bpo_abptTextures[1].s.bpt_ubFlags = BPTF_DISCARDABLE;
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bpo.bpo_abptTextures[1].s.bpt_ubScroll = 0;
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bpo.bpo_abptTextures[1].s.bpt_ubBlend = BPT_BLEND_SHADE;
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bpo.bpo_abptTextures[2].s.bpt_colColor = C_WHITE|CT_OPAQUE;
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bpo.bpo_abptTextures[2].s.bpt_ubFlags = BPTF_DISCARDABLE;
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bpo.bpo_abptTextures[2].s.bpt_ubScroll = 0;
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bpo.bpo_abptTextures[2].s.bpt_ubBlend = BPT_BLEND_SHADE;
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bpo.bpo_ulFlags|=BPOF_WASBRUSHPOLYGON;
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}
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// if it was a wall, but it became a portal now
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if (!(bpo.bpo_ulFlags&BPOF_WASPORTAL) && (bpo.bpo_ulFlags&OPOF_PORTAL)) {
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// turn on usual portal flags
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bpo.bpo_ulFlags |= (BPOF_PASSABLE|BPOF_PORTAL);
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// make its first texture translucent
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bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_BLEND;
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// make its shadow additive
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bpo.bpo_bppProperties.bpp_ubShadowBlend = BPT_BLEND_ADD;
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// if it was a portal, but it became a wall now
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} else if ((bpo.bpo_ulFlags&BPOF_WASPORTAL) && !(bpo.bpo_ulFlags&OPOF_PORTAL)) {
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// turn off usual portal flags
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bpo.bpo_ulFlags &= ~(BPOF_PASSABLE|BPOF_PORTAL);
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// make its first texture opaque
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bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_OPAQUE;
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// make its shadow shading
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bpo.bpo_bppProperties.bpp_ubShadowBlend = BPT_BLEND_SHADE;
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}
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// get the brush of this sector
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CBrush3D *pbr = bsc_pbmBrushMip->bm_pbrBrush;
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ASSERT(pbr!=NULL);
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// if the brush is field
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if (pbr->br_pfsFieldSettings!=NULL) {
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// set polygon flags for fields
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bpo.bpo_ulFlags|=BPOF_PORTAL|BPOF_PASSABLE;
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}
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// get the number of edges in object polygon
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INDEX ctPolygonEdges = opo.opo_PolygonEdges.Count();
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// create that much edges in brush polygon
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bpo.bpo_abpePolygonEdges.New(ctPolygonEdges);
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// for all edges in object polygon
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INDEX iPolygonEdge=0;
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FOREACHINDYNAMICARRAY(opo.opo_PolygonEdges, CObjectPolygonEdge, itope) {
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// get corresponding polygon edge in brush polygon
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CBrushPolygonEdge &bpe = bpo.bpo_abpePolygonEdges[iPolygonEdge];
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// set edge reference
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bpe.bpe_pbedEdge = &bsc_abedEdges[itope->ope_Edge->oed_Index];
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// set backward flag
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bpe.bpe_bReverse = itope->ope_Backward;
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iPolygonEdge++;
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}
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}
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// unlock the object elements
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osc.UnlockAll();
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// unlock the brush elements
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UnlockAll();
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// update changed sector's data after dragging vertices or importing
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UpdateSector();
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}
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