Serious-Engine/Sources/Engine/Brushes/BrushImport.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

295 lines
11 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Brushes/Brush.h>
#include <Engine/Math/Float.h>
#include <Engine/Math/Object3D.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Templates/DynamicArray.cpp>
#include <Engine/World/WorldEditingProfile.h>
#include <Engine/Brushes/BrushTransformed.h>
#include <Engine/Graphics/Color.h>
#include <Engine/Math/Projection_DOUBLE.h>
/*
* Add 3d object as new mip brush.
*/
void CBrush3D::AddMipBrushFromObject3D_t(CObject3D &ob, FLOAT fSwitchDistance) // throw char *
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// create one brush mip
CBrushMip *pbmBrushMip = new CBrushMip;
// add it to the brush
br_lhBrushMips.AddTail(pbmBrushMip->bm_lnInBrush);
pbmBrushMip->bm_pbrBrush = this;
pbmBrushMip->bm_fMaxDistance = fSwitchDistance;
// add the object to the brush mip
pbmBrushMip->AddFromObject3D_t(ob);
}
/*
* Fill a brush from 3d object.
*/
void CBrush3D::FromObject3D_t(CObject3D &ob) // throw char *
{
ASSERT(GetFPUPrecision()==FPT_53BIT);
// clear this brush in case there is something in it
Clear();
// create one brush mip
CBrushMip *pbmBrushMip = new CBrushMip;
// add it to the brush
br_lhBrushMips.AddTail(pbmBrushMip->bm_lnInBrush);
pbmBrushMip->bm_pbrBrush = this;
// add the object to the brush mip
pbmBrushMip->AddFromObject3D_t(ob);
}
/*
* Add an object3d to brush. (returns pointer to the first created sector)
*/
CBrushSector *CBrushMip::AddFromObject3D_t(CObject3D &ob) // throw char *
{
CSetFPUPrecision sfp(FPT_53BIT);
_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_ADDFROMOBJECT3D);
// optimize the object, to remove replicated and unused elements and find edge inverses
CBrush3D::OptimizeObject3D(ob);
// turn this on to dump result of all CSG operations
#ifndef NDEBUG
// ob.DebugDump();
#endif //NDEBUG
// create as much new sectors in brush mip as there are sectors in object
CBrushSector *pbscSectors = bm_abscSectors.New(ob.ob_aoscSectors.Count());
CBrushSector *pbscFirstSector = pbscSectors;
// for each sector in the object
FOREACHINDYNAMICARRAY(ob.ob_aoscSectors, CObjectSector, itosc) {
// set brush sector's pointer to the brush
pbscSectors->bsc_pbmBrushMip = this;
// fill one brush sector from it
pbscSectors->FromObjectSector_t(*itosc);
pbscSectors++;
}
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_ADDFROMOBJECT3D);
// return pointer to first created sector
return pbscFirstSector;
}
/*
* Fill a brush sector from a sector in object3d.
*/
void CBrushSector::FromObjectSector_t(CObjectSector &osc) // throw char *
{
// copy sector color
bsc_colColor = osc.osc_colColor;
bsc_colAmbient = osc.osc_colAmbient;
bsc_ulFlags = osc.osc_ulFlags[0] & ~(BSCF_SELECTED|BSCF_SELECTEDFORCSG);
bsc_ulFlags2 = osc.osc_ulFlags[1];
bsc_ulVisFlags = osc.osc_ulFlags[2];
bsc_strName = osc.osc_strName;
// lock the object elements
osc.LockAll();
// lock the brush elements
LockAll();
/* Copy vertices. */
// get the number of vertices in object
INDEX ctVertices = osc.osc_aovxVertices.Count();
// create that much vertices in brush
bsc_abvxVertices.New(ctVertices);
bsc_awvxVertices.New(ctVertices);
// copy all vertices and set their indices
for(INDEX iVertex=0; iVertex<ctVertices; iVertex++) {
bsc_abvxVertices[iVertex].bvx_vdPreciseRelative = osc.osc_aovxVertices[iVertex];
bsc_abvxVertices[iVertex].bvx_pbscSector = this;
osc.osc_aovxVertices[iVertex].ovx_Index = iVertex;
}
/* Copy planes. */
// get the number of planes in object
INDEX ctPlanes = osc.osc_aoplPlanes.Count();
// create that much planes in brush
bsc_abplPlanes.New(ctPlanes);
bsc_awplPlanes.New(ctPlanes);
// copy all planes and set their indices
for(INDEX iPlane=0; iPlane<ctPlanes; iPlane++) {
bsc_abplPlanes[iPlane].bpl_pldPreciseRelative = osc.osc_aoplPlanes[iPlane];
osc.osc_aoplPlanes[iPlane].opl_Index = iPlane;
}
/* Copy edges. */
// get the number of edges in object
INDEX ctEdges = osc.osc_aoedEdges.Count();
// create that much edges in brush
bsc_abedEdges.New(ctEdges);
bsc_awedEdges.New(ctEdges);
// for all edges in object
for(INDEX iEdge=0; iEdge<ctEdges; iEdge++) {
CObjectEdge &oed = osc.osc_aoedEdges[iEdge]; // object edge alias
CBrushEdge &bed = bsc_abedEdges[iEdge]; // brush edge alias
CWorkingEdge &wed = bsc_awedEdges[iEdge];
// set the brush edge
bed.bed_pbvxVertex0 = &bsc_abvxVertices[oed.oed_Vertex0->ovx_Index];
bed.bed_pbvxVertex1 = &bsc_abvxVertices[oed.oed_Vertex1->ovx_Index];
// set the working edge
bed.bed_pwedWorking = &wed;
wed.wed_iwvx0 = oed.oed_Vertex0->ovx_Index;
wed.wed_iwvx1 = oed.oed_Vertex1->ovx_Index;
// set object edge index
oed.oed_Index = iEdge;
}
/* Copy polygons. */
// get the number of polygons in object
INDEX ctPolygons = osc.osc_aopoPolygons.Count();
// create that much polygons in brush
bsc_abpoPolygons.New(ctPolygons);
// copy all polygons and set their indices
for(INDEX iPolygon=0; iPolygon<ctPolygons; iPolygon++) {
CBrushPolygon &bpo = bsc_abpoPolygons[iPolygon]; // brush polygon alias
CObjectPolygon &opo = osc.osc_aopoPolygons[iPolygon]; // object polygon alias
// get plane
bpo.bpo_pbplPlane = &bsc_abplPlanes[opo.opo_Plane->opl_Index];
// get texture from object material
bpo.bpo_abptTextures[0].bpt_toTexture.SetData_t(opo.opo_Material->omt_Name);
bpo.bpo_abptTextures[1].bpt_toTexture.SetData_t(opo.opo_Material->omt_strName2);
bpo.bpo_abptTextures[2].bpt_toTexture.SetData_t(opo.opo_Material->omt_strName3);
// set polygon index
opo.opo_Index = iPolygon;
// set polygon color
bpo.bpo_colColor = opo.opo_colorColor;
// set polygon mapping
bpo.bpo_abptTextures[0].bpt_mdMapping = opo.opo_amdMappings[0];
bpo.bpo_abptTextures[1].bpt_mdMapping = opo.opo_amdMappings[1];
bpo.bpo_abptTextures[2].bpt_mdMapping = opo.opo_amdMappings[2];
bpo.bpo_mdShadow = opo.opo_amdMappings[3];
// set sector pointer
bpo.bpo_pbscSector = this;
// copy polygon properties
const int sizeTextureProperties = sizeof(bpo.bpo_abptTextures[0].bpt_auProperties);
const int sizePolygonProperties = sizeof(CBrushPolygonProperties);
ASSERT(sizeof(opo.opo_ubUserData)>=sizePolygonProperties+3*sizeTextureProperties);
UBYTE *pubUserData = (UBYTE*)&opo.opo_ubUserData;
memcpy(&bpo.bpo_bppProperties, pubUserData, sizePolygonProperties);
memcpy(&bpo.bpo_abptTextures[0].bpt_auProperties,
pubUserData+sizePolygonProperties+0*sizeTextureProperties,
sizeTextureProperties);
memcpy(&bpo.bpo_abptTextures[1].bpt_auProperties,
pubUserData+sizePolygonProperties+1*sizeTextureProperties,
sizeTextureProperties);
memcpy(&bpo.bpo_abptTextures[2].bpt_auProperties,
pubUserData+sizePolygonProperties+2*sizeTextureProperties,
sizeTextureProperties);
bpo.bpo_colShadow = *(ULONG*)(pubUserData+sizePolygonProperties+3*sizeTextureProperties),
// set polygon flags
bpo.bpo_ulFlags = opo.opo_ulFlags & ~(OPOF_IGNOREDBYCSG|BPOF_SELECTED);
// if the polygon was just created
if(!(bpo.bpo_ulFlags&BPOF_WASBRUSHPOLYGON)) {
// initialize its textures and properties properly
bpo.bpo_bppProperties.bpp_ubShadowBlend = 1;
bpo.bpo_colShadow = C_WHITE|CT_OPAQUE;
bpo.bpo_abptTextures[0].s.bpt_colColor = C_WHITE|CT_OPAQUE;
bpo.bpo_abptTextures[0].s.bpt_ubFlags = BPTF_DISCARDABLE;
bpo.bpo_abptTextures[0].s.bpt_ubScroll = 0;
bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_OPAQUE;
bpo.bpo_abptTextures[1].s.bpt_colColor = C_WHITE|CT_OPAQUE;
bpo.bpo_abptTextures[1].s.bpt_ubFlags = BPTF_DISCARDABLE;
bpo.bpo_abptTextures[1].s.bpt_ubScroll = 0;
bpo.bpo_abptTextures[1].s.bpt_ubBlend = BPT_BLEND_SHADE;
bpo.bpo_abptTextures[2].s.bpt_colColor = C_WHITE|CT_OPAQUE;
bpo.bpo_abptTextures[2].s.bpt_ubFlags = BPTF_DISCARDABLE;
bpo.bpo_abptTextures[2].s.bpt_ubScroll = 0;
bpo.bpo_abptTextures[2].s.bpt_ubBlend = BPT_BLEND_SHADE;
bpo.bpo_ulFlags|=BPOF_WASBRUSHPOLYGON;
}
// if it was a wall, but it became a portal now
if (!(bpo.bpo_ulFlags&BPOF_WASPORTAL) && (bpo.bpo_ulFlags&OPOF_PORTAL)) {
// turn on usual portal flags
bpo.bpo_ulFlags |= (BPOF_PASSABLE|BPOF_PORTAL);
// make its first texture translucent
bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_BLEND;
// make its shadow additive
bpo.bpo_bppProperties.bpp_ubShadowBlend = BPT_BLEND_ADD;
// if it was a portal, but it became a wall now
} else if ((bpo.bpo_ulFlags&BPOF_WASPORTAL) && !(bpo.bpo_ulFlags&OPOF_PORTAL)) {
// turn off usual portal flags
bpo.bpo_ulFlags &= ~(BPOF_PASSABLE|BPOF_PORTAL);
// make its first texture opaque
bpo.bpo_abptTextures[0].s.bpt_ubBlend = BPT_BLEND_OPAQUE;
// make its shadow shading
bpo.bpo_bppProperties.bpp_ubShadowBlend = BPT_BLEND_SHADE;
}
// get the brush of this sector
CBrush3D *pbr = bsc_pbmBrushMip->bm_pbrBrush;
ASSERT(pbr!=NULL);
// if the brush is field
if (pbr->br_pfsFieldSettings!=NULL) {
// set polygon flags for fields
bpo.bpo_ulFlags|=BPOF_PORTAL|BPOF_PASSABLE;
}
// get the number of edges in object polygon
INDEX ctPolygonEdges = opo.opo_PolygonEdges.Count();
// create that much edges in brush polygon
bpo.bpo_abpePolygonEdges.New(ctPolygonEdges);
// for all edges in object polygon
INDEX iPolygonEdge=0;
FOREACHINDYNAMICARRAY(opo.opo_PolygonEdges, CObjectPolygonEdge, itope) {
// get corresponding polygon edge in brush polygon
CBrushPolygonEdge &bpe = bpo.bpo_abpePolygonEdges[iPolygonEdge];
// set edge reference
bpe.bpe_pbedEdge = &bsc_abedEdges[itope->ope_Edge->oed_Index];
// set backward flag
bpe.bpe_bReverse = itope->ope_Backward;
iPolygonEdge++;
}
}
// unlock the object elements
osc.UnlockAll();
// unlock the brush elements
UnlockAll();
// update changed sector's data after dragging vertices or importing
UpdateSector();
}