/* 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. 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SUBSYSTEM: Magic.exe FILE: Grid.cpp AUTHOR: John DiCamillo OVERVIEW ======== Implementation of the Grid class */ #include "stdafx.h" #include "Magic.h" #include "MagicDoc.h" #include "Grid.h" #include "ActiveWindow.h" #include "Color.h" #include "Polygon.h" #include "Scene.h" #include "Screen.h" #include "Solid.h" #include "Video.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif const int MAJOR_COUNT = 64; // +--------------------------------------------------------------------+ Grid::Grid() : x_major(0), y_major(0), x_minor(0), y_minor(0), bmp_plan(0), bmp_front(0), bmp_side(0) { strcpy(name, "Grid"); plane = GRID_XZ; // plan show = true; show_ref = true; snap = true; minor = true; x_size = 4; y_size = 4; x_skip = 4; y_skip = 4; x_major = new Vec3[2*MAJOR_COUNT]; y_major = new Vec3[2*MAJOR_COUNT]; } Grid::~Grid() { delete [] x_major; delete [] y_major; delete [] x_minor; delete [] y_minor; } // +--------------------------------------------------------------------+ const char* Grid::GetReferencePlan() const { if (bmp_plan) return bmp_plan->GetFilename(); return ""; } void Grid::SetReferencePlan(const char* fname) { bmp_plan = 0; if (fname && *fname) LoadTexture(fname, bmp_plan); } // +--------------------------------------------------------------------+ const char* Grid::GetReferenceFront() const { if (bmp_front) return bmp_front->GetFilename(); return ""; } void Grid::SetReferenceFront(const char* fname) { bmp_front = 0; if (fname && *fname) LoadTexture(fname, bmp_front); } // +--------------------------------------------------------------------+ const char* Grid::GetReferenceSide() const { if (bmp_side) return bmp_side->GetFilename(); return ""; } void Grid::SetReferenceSide(const char* fname) { bmp_side = 0; if (fname && *fname) LoadTexture(fname, bmp_side); } // +--------------------------------------------------------------------+ void Grid::Render(Video* video, DWORD flags) { Vec3 origin[4]; for (int i = 0; i < 4; i++) origin[i] = loc; const float EXTENT = (float) MAJOR_COUNT * 64.0f; switch (plane) { case GRID_XY: // FRONT origin[0].x += -EXTENT; origin[1].x += EXTENT; origin[2].y += -EXTENT; origin[3].y += EXTENT; for (int i = 0; i < 2*MAJOR_COUNT; i += 2) { float x = (float) (i-MAJOR_COUNT) * 64.0f; float y = (float) (i-MAJOR_COUNT) * 64.0f; x_major[i ] = loc + Vec3(x, -EXTENT, 0.0f); x_major[i+1] = loc + Vec3(x, EXTENT, 0.0f); y_major[i ] = loc + Vec3(-EXTENT, y, 0.0f); y_major[i+1] = loc + Vec3( EXTENT, y, 0.0f); } break; case GRID_XZ: // PLAN origin[0].x += -EXTENT; origin[1].x += EXTENT; origin[2].z += -EXTENT; origin[3].z += EXTENT; for (int i = 0; i < 2*MAJOR_COUNT; i += 2) { float x = (float) (i-MAJOR_COUNT) * 64.0f; float z = (float) (i-MAJOR_COUNT) * 64.0f; x_major[i ] = loc + Vec3(x, 0.0f, -EXTENT); x_major[i+1] = loc + Vec3(x, 0.0f, EXTENT); y_major[i ] = loc + Vec3(-EXTENT, 0.0f, z); y_major[i+1] = loc + Vec3( EXTENT, 0.0f, z); } break; case GRID_YZ: // SIDE origin[0].y += -EXTENT; origin[1].y += EXTENT; origin[2].z += -EXTENT; origin[3].z += EXTENT; for (int i = 0; i < 2*MAJOR_COUNT; i += 2) { float y = (float) (i-MAJOR_COUNT) * 64.0f; float z = (float) (i-MAJOR_COUNT) * 64.0f; x_major[i ] = loc + Vec3(0.0f, y, -EXTENT); x_major[i+1] = loc + Vec3(0.0f, y, EXTENT); y_major[i ] = loc + Vec3(0.0f, -EXTENT, z); y_major[i+1] = loc + Vec3(0.0f, EXTENT, z); } break; } RenderReference(video); video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); video->SetRenderState(Video::LIGHTING_ENABLE, FALSE); video->SetRenderState(Video::Z_ENABLE, TRUE); video->SetRenderState(Video::Z_WRITE_ENABLE, TRUE); video->DrawLines(MAJOR_COUNT, x_major, Color::Gray, 1); video->DrawLines(MAJOR_COUNT, y_major, Color::Gray, 1); video->DrawLines( 2, origin, Color::DarkGray, 1); } // +--------------------------------------------------------------------+ void Grid::RenderReference(Video* video) { if (!show_ref) return; Bitmap* bmp = 0; switch (plane) { case GRID_XY: bmp = bmp_front; break; case GRID_XZ: bmp = bmp_plan; break; case GRID_YZ: bmp = bmp_side; break; } if (!bmp) return; Material mtl; VertexSet vset(4); Poly poly; Vec3 nrm; float vx = (float) bmp->Width(); float vy = (float) bmp->Height(); float vz = -100.0f; if (vx <= 256 || vy <= 256) { vx *= 2.0f; vy *= 2.0f; } switch (plane) { case GRID_XY: // FRONT nrm = Vec3(0.0f, 0.0f, 1.0f); vset.loc[0] = loc + Vec3(-vx, -vy, vz); vset.loc[1] = loc + Vec3( vx, -vy, vz); vset.loc[2] = loc + Vec3( vx, vy, vz); vset.loc[3] = loc + Vec3(-vx, vy, vz); break; case GRID_XZ: // PLAN nrm = Vec3(0.0f, 1.0f, 0.0f); vset.loc[0] = loc + Vec3(-vx, vz, vy); vset.loc[1] = loc + Vec3( vx, vz, vy); vset.loc[2] = loc + Vec3( vx, vz, -vy); vset.loc[3] = loc + Vec3(-vx, vz, -vy); break; case GRID_YZ: // SIDE nrm = Vec3(1.0f, 0.0f, 0.0f); vset.loc[0] = loc + Vec3( vz, -vx, -vy); vset.loc[1] = loc + Vec3( vz, vx, -vy); vset.loc[2] = loc + Vec3( vz, vx, vy); vset.loc[3] = loc + Vec3( vz, -vx, vy); break; default: return; } mtl.Ka = Color::White; mtl.Kd = Color::Black; mtl.tex_diffuse = bmp; vset.nrm[0] = nrm; vset.nrm[1] = nrm; vset.nrm[2] = nrm; vset.nrm[3] = nrm; vset.tu[0] = 0.0f; vset.tv[0] = 0.0f; vset.tu[1] = 1.0f; vset.tv[1] = 0.0f; vset.tu[2] = 1.0f; vset.tv[2] = 1.0f; vset.tu[3] = 0.0f; vset.tv[3] = 1.0f; poly.nverts = 4; poly.verts[0] = 0; poly.verts[1] = 1; poly.verts[2] = 2; poly.verts[3] = 3; poly.material = &mtl; poly.vertex_set = &vset; video->SetRenderState(Video::FILL_MODE, Video::FILL_SOLID); video->SetRenderState(Video::LIGHTING_ENABLE, TRUE); video->SetRenderState(Video::Z_ENABLE, FALSE); video->SetRenderState(Video::Z_WRITE_ENABLE, FALSE); video->SetAmbient(Color::White); video->DrawPolys(1, &poly); } // +----------------------------------------------------------------------+ CPoint& Grid::Snap(CPoint& p) { p.x = snapto(p.x, x_size); p.y = snapto(p.y, y_size); return p; } // +----------------------------------------------------------------------+ int Grid::snapto(int i, int dim) { if (!snap) return i; int n = i + dim/2; int m = n % dim; return (n - m); } // +----------------------------------------------------------------------+ void Grid::SetSize(int x, int y) { x_size = x; y_size = y ? y : x; } // +----------------------------------------------------------------------+ void Grid::SetSkip(int x, int y) { x_skip = x; y_skip = y ? y : x; }