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Diffstat (limited to 'Magic2/Editor.cpp')
-rw-r--r-- | Magic2/Editor.cpp | 436 |
1 files changed, 436 insertions, 0 deletions
diff --git a/Magic2/Editor.cpp b/Magic2/Editor.cpp new file mode 100644 index 0000000..24ac589 --- /dev/null +++ b/Magic2/Editor.cpp @@ -0,0 +1,436 @@ +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Magic.exe Application + FILE: Editor.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Source file for implementation of Selector +*/ + + +#include "stdafx.h" +#include "Editor.h" +#include "MagicDoc.h" +#include "ModelView.h" +#include "Selection.h" + +// +----------------------------------------------------------------------+ + + +static float project_u(Vec3& v, int style) +{ + switch (style) { + case 0: return v.x; // PLAN + case 1: return v.x; // FRONT + case 2: return v.z; // SIDE + } + + return v.x; +} + +static float project_v(Vec3& v, int style) +{ + switch (style) { + case 0: return -v.y; // PLAN + case 1: return -v.z; // FRONT + case 2: return -v.y; // SIDE + } + + return -v.y; +} + +static float project_u_cylindrical(Vec3& v, int axis) +{ + float t = 0.0f; + + switch (axis) { + // PLAN + case 0: if (v.x == 0) + return 0.0f; + t = v.y/v.x; + return (float) atan(t); + + // FRONT + case 1: if (v.x == 0) + return 0.0f; + t = v.z/v.x; + return (float) atan(t); + + // SIDE + case 2: return (float) atan2(v.z, v.y); // SIDE + } + + return project_u(v, axis); +} + +static float project_v_cylindrical(Vec3& v, int axis) +{ + switch (axis) { + case 0: return v.z; // PLAN + case 1: return v.y; // FRONT + case 2: return v.x; // SIDE + } + + return project_v(v, axis); +} + +void +Editor::ApplyMaterial(Material* material, List<Poly>& polys, + int mapping, int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate) +{ + // save state: + EditCommand* command = new EditCommand("ApplyMaterial", document); + document->Exec(command); + + // do the job: + if (mapping == MAP_CYLINDRICAL) { + ApplyMaterialCylindrical(material, polys, axis, scale_u, scale_v, flip, mirror, rotate); + return; + } + + if (mapping == MAP_SPHERICAL) { + ApplyMaterialSpherical(material, polys, axis, scale_u, scale_v, flip, mirror, rotate); + return; + } + + VertexSet* vset = polys.first()->vertex_set; + + Vec3* loc = vset->loc; + float min_u = 100000.0f, max_u = -100000.0f; + float min_v = 100000.0f, max_v = -100000.0f; + + ListIter<Poly> iter = polys; + + // compute range and scale: + if (mapping == MAP_PLANAR) { + while (++iter) { + Poly* poly = iter.value(); + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + + float u0 = project_u(loc[v], axis); + float v0 = project_v(loc[v], axis); + + if (u0 < min_u) min_u = u0; + if (v0 < min_v) min_v = v0; + if (u0 > max_u) max_u = u0; + if (v0 > max_v) max_v = v0; + } + } + } + + float base_u = 0.0f; + float base_v = 0.0f; + + if (max_u != min_u) base_u = 1.0f / (max_u - min_u); + if (max_v != min_v) base_v = 1.0f / (max_v - min_v); + + iter.reset(); + + // assign texture id and coordinates: + while (++iter) { + Poly* poly = iter.value(); + + poly->material = material; + + if (mapping == MAP_NONE) + continue; + + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + + // planar projection + if (mapping == MAP_PLANAR) { + if (!rotate) { + if (mirror) + vset->tu[v] = (1.0f - base_u * (project_u(loc[v], axis) - min_u)) * scale_u; + else + vset->tu[v] = (project_u(loc[v], axis) - min_u) * scale_u * base_u; + + if (flip) + vset->tv[v] = (1.0f - base_v * (project_v(loc[v], axis) - min_v)) * scale_v; + else + vset->tv[v] = (project_v(loc[v], axis) - min_v) * scale_v * base_v; + } + else { + if (!mirror) + vset->tv[v] = (1.0f - base_u * (project_u(loc[v], axis) - min_u)) * scale_u; + else + vset->tv[v] = (project_u(loc[v], axis) - min_u) * scale_u * base_u; + + if (flip) + vset->tu[v] = (1.0f - base_v * (project_v(loc[v], axis) - min_v)) * scale_v; + else + vset->tu[v] = (project_v(loc[v], axis) - min_v) * scale_v * base_v; + } + } + + // stretch to fit + else if (mapping == MAP_STRETCH) { + if (scale_u < 0.001) scale_u = 1; + if (scale_v < 0.001) scale_v = 1; + + if (!rotate) { + if (mirror) + vset->tu[v] = scale_u * (float) (i < 1 || i > 2); + else + vset->tu[v] = scale_u * (float) (i > 0 && i < 3); + + if (flip) + vset->tv[v] = scale_v * (float) (i <= 1); + else + vset->tv[v] = scale_v * (float) (i > 1); + } + else { + if (!mirror) + vset->tv[v] = scale_v * (float) (i < 1 || i > 2); + else + vset->tv[v] = scale_v * (float) (i > 0 && i < 3); + + if (flip) + vset->tu[v] = scale_u * (float) (i <= 1); + else + vset->tu[v] = scale_u * (float) (i > 1); + } + } + } + } + + Resegment(); +} + +void +Editor::ApplyMaterialCylindrical(Material* material, List<Poly>& polys, + int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate) +{ + VertexSet* vset = polys.first()->vertex_set; + + Vec3* loc = vset->loc; + float min_u = 100000.0f, max_u = -100000.0f; + float min_v = 100000.0f, max_v = -100000.0f; + + ListIter<Poly> iter = polys; + + // compute range and scale: + while (++iter) { + Poly* poly = iter.value(); + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + + float u0 = project_u_cylindrical(loc[v], axis); + float v0 = project_v_cylindrical(loc[v], axis); + + if (u0 < min_u) min_u = u0; + if (v0 < min_v) min_v = v0; + if (u0 > max_u) max_u = u0; + if (v0 > max_v) max_v = v0; + } + } + + float base_u = 0.0f; + float base_v = 0.0f; + + if (max_u != min_u) base_u = 1.0f / (max_u - min_u); + if (max_v != min_v) base_v = 1.0f / (max_v - min_v); + + iter.reset(); + + // assign texture id and coordinates: + while (++iter) { + Poly* poly = iter.value(); + + poly->material = material; + + for (int i = 0; i < poly->nverts; i++) { + int v = poly->verts[i]; + float u0 = project_u_cylindrical(loc[v], axis); + float v0 = project_v_cylindrical(loc[v], axis); + + if (!rotate) { + if (mirror) + vset->tu[v] = (1.0f - base_u * (u0 - min_u)) * scale_u; + else + vset->tu[v] = (u0 - min_u) * scale_u * base_u; + + if (flip) + vset->tv[v] = (1.0f - base_v * (v0 - min_v)) * scale_v; + else + vset->tv[v] = (v0 - min_v) * scale_v * base_v; + } + else { + if (!mirror) + vset->tv[v] = (1.0f - base_u * (u0 - min_u)) * scale_u; + else + vset->tv[v] = (u0 - min_u) * scale_u * base_u; + + if (flip) + vset->tu[v] = (1.0f - base_v * (v0 - min_v)) * scale_v; + else + vset->tu[v] = (v0 - min_v) * scale_v * base_v; + } + } + } + + Resegment(); +} + +void +Editor::ApplyMaterialSpherical(Material* material, List<Poly>& polys, + int axis, float scale_u, float scale_v, + int flip, int mirror, int rotate) +{ +} + +// +----------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return -1; + + return 1; +} + +void +Editor::Resegment() +{ + if (model) { + ListIter<Surface> iter = model->GetSurfaces(); + while (++iter) { + Surface* surface = iter.value(); + Poly* polys = surface->GetPolys(); + int npolys = surface->NumPolys(); + + for (int n = 0; n < npolys; n++) { + Poly* p = polys + n; + Material* m = p->material; + int sortval = model->GetMaterials().index(m) + 1; + + if (p->sortval != sortval) + p->sortval = sortval; + } + + // destroy the old segments and video data: + VideoPrivateData* video_data = surface->GetVideoPrivateData(); + surface->SetVideoPrivateData(0); + surface->GetSegments().destroy(); + + delete video_data; + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // create new cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = polys + n; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + } + } +} + + +// +----------------------------------------------------------------------+ +// +----------------------------------------------------------------------+ +// +----------------------------------------------------------------------+ + +EditCommand::EditCommand(const char* n, MagicDoc* d) + : Command(n, d), model1(0), model2(0) +{ +} + +EditCommand::~EditCommand() +{ + delete model1; + delete model2; +} + +// +----------------------------------------------------------------------+ + +void +EditCommand::Do() +{ + if (document) { + Solid* solid = document->GetSolid(); + + // first application: + if (!model2) { + if (!model1) + model1 = new Model(*solid->GetModel()); + } + // re-do: + else { + solid->GetModel()->operator=(*model2); + } + } +} + +// +----------------------------------------------------------------------+ + +void +EditCommand::Undo() +{ + if (document && model1) { + Solid* solid = document->GetSolid(); + + // save current state for later re-do: + if (!model2) + model2 = new Model(*solid->GetModel()); + + solid->GetModel()->operator=(*model1); + } +} + |