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+/* 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: Stars.exe
+ FILE: DetailSet.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Level of Detail manager class
+*/
+
+#include "MemDebug.h"
+#include "DetailSet.h"
+#include "Random.h"
+
+#include "Game.h"
+
+// +--------------------------------------------------------------------+
+
+SimRegion* DetailSet::ref_rgn = 0;
+Point DetailSet::ref_loc;
+
+// +--------------------------------------------------------------------+
+
+DetailSet::DetailSet()
+{
+ for (int i = 0; i < MAX_DETAIL; i++)
+ rad[i] = 0;
+
+ index = -1;
+ levels = 0;
+ rgn = 0;
+}
+
+DetailSet::~DetailSet()
+{
+ Destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+int
+DetailSet::DefineLevel(double r, Graphic* g, Point* o, Point* spin_rate)
+{
+ if (levels < MAX_DETAIL && rep[levels].size() == 0) {
+ rad[levels] = r;
+
+ if (g)
+ rep[levels].append(g);
+
+ if (o)
+ off[levels].append(o);
+
+ else if (g)
+ off[levels].append(new(__FILE__,__LINE__) Point(0,0,0));
+
+ if (rate.size() == 0) {
+ if (spin_rate) {
+ rate.append(spin_rate);
+
+ // randomize the initial orientation:
+ Point* initial_spin = new(__FILE__,__LINE__) Point();
+ if (spin_rate->x != 0) initial_spin->x = Random(-PI, PI);
+ if (spin_rate->y != 0) initial_spin->y = Random(-PI, PI);
+ if (spin_rate->z != 0) initial_spin->z = Random(-PI, PI);
+
+ spin.append(initial_spin);
+ }
+ else {
+ rate.append(new(__FILE__,__LINE__) Point());
+ spin.append(new(__FILE__,__LINE__) Point());
+ }
+ }
+ else {
+ if (spin_rate)
+ rate[ rep[levels].size() - 1 ] = spin_rate;
+ }
+
+ levels++;
+ }
+
+ return levels-1;
+}
+
+void
+DetailSet::AddToLevel(int level, Graphic* g, Point* offset, Point* spin_rate)
+{
+ if (g && level >= 0 && level < levels) {
+ rep[level].append(g);
+
+ if (!offset)
+ offset = new(__FILE__,__LINE__) Point(0,0,0);
+
+ off[level].append(offset);
+
+ if (spin_rate) {
+ int nrep = rep[level].size();
+ if (nrep > rate.size())
+ rate.append(spin_rate);
+ else
+ rate[ nrep-1 ] = spin_rate;
+ }
+
+ if (spin.size() < rep[level].size()) {
+ Point* initial_spin = new(__FILE__,__LINE__) Point();
+
+ if (spin_rate) {
+ // randomize the initial orientation:
+ if (spin_rate->x != 0) initial_spin->x = Random(-PI, PI);
+ if (spin_rate->y != 0) initial_spin->y = Random(-PI, PI);
+ if (spin_rate->z != 0) initial_spin->z = Random(-PI, PI);
+ }
+
+ spin.append(initial_spin);
+ }
+ }
+}
+
+int
+DetailSet::NumModels(int level) const
+{
+ if (level >= 0 && level < levels)
+ return rep[level].size();
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DetailSet::ExecFrame(double seconds)
+{
+ for (int i = 0; i < spin.size() && i < rate.size(); i++)
+ (*spin[i]) += (*rate[i]) * seconds;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DetailSet::SetLocation(SimRegion* r, const Point& p)
+{
+ rgn = r;
+ loc = p;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DetailSet::SetReference(SimRegion* r, const Point& p)
+{
+ ref_rgn = r;
+ ref_loc = p;
+}
+
+// +--------------------------------------------------------------------+
+
+int
+DetailSet::GetDetailLevel()
+{
+ index = 0;
+
+ if (rgn == ref_rgn) {
+ double screen_width = Game::GetScreenWidth();
+ Point delta = loc - ref_loc;
+ double distance = delta.length();
+
+ for (int i = 1; i < levels && rad[i] > 0; i++) {
+ double apparent_feature_size = (rad[i] * screen_width) / distance;
+
+ if (apparent_feature_size > 0.4)
+ index = i;
+ }
+ }
+
+ return index;
+}
+
+// +--------------------------------------------------------------------+
+
+Graphic*
+DetailSet::GetRep(int level, int n)
+{
+ if (level >= 0 && level < levels && n >= 0 && n < rep[level].size())
+ return rep[level].at(n);
+
+ return 0;
+}
+
+Point
+DetailSet::GetOffset(int level, int n)
+{
+ if (level >= 0 && level < levels && n >= 0 && n < off[level].size())
+ return *(off[level].at(n));
+
+ return Point();
+}
+
+Point
+DetailSet::GetSpin(int level, int n)
+{
+ if (n >= 0 && n < spin.size())
+ return *(spin.at(n));
+
+ return Point();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DetailSet::Destroy()
+{
+ for (int i = 0; i < levels; i++) {
+ ListIter<Graphic> iter = rep[i];
+
+ while (++iter) {
+ Graphic* g = iter.removeItem();
+ g->Destroy(); // this will delete the object (g)
+ }
+
+ off[i].destroy();
+ }
+
+ rate.destroy();
+ spin.destroy();
+}