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+/* Project MAGIC
+ John DiCamillo Software Consulting
+ Copyright © 1994-1997. All Rights Reserved.
+
+ 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 (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);
+ }
+}
+