/* 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: UVMapView.cpp AUTHOR: John DiCamillo OVERVIEW ======== Implementation of the UVMapView class */ #include "stdafx.h" #include "Magic.h" #include "MagicDoc.h" #include "UVMapView.h" #include "Selector.h" #include "Selection.h" #include "ActiveWindow.h" #include "Color.h" #include "Screen.h" #include "Video.h" DWORD GetRealTime(); #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif // +--------------------------------------------------------------------+ UVMapView::UVMapView(Window* c) : View(c), material(0), zoom(1), x_offset(0), y_offset(0), nmarks(0), select_mode(SELECT_REPLACE), active(false) { } UVMapView::~UVMapView() { } // +--------------------------------------------------------------------+ const int BATCH_SIZE = 64; void UVMapView::Refresh() { video = Video::GetInstance(); if (!video) return; window->FillRect(window->GetRect(), Color::LightGray); if (material && material->tex_diffuse) { Bitmap* bmp = material->tex_diffuse; int w = bmp->Width(); int h = bmp->Height(); double cx = window->Width() / 2 + x_offset; double cy = window->Height() / 2 + y_offset; int x1 = (int) (cx - (zoom * w/2)); int x2 = (int) (cx + (zoom * w/2)); int y1 = (int) (cy - (zoom * h/2)); int y2 = (int) (cy + (zoom * h/2)); window->DrawBitmap(x1, y1, x2, y2, bmp); ListIter iter = polys; while (++iter) { Poly* p = iter.value(); VertexSet* vset = p->vertex_set; if (p->material != material) continue; for (int i = 0; i < p->nverts; i++) { int n1 = p->verts[i]; int n2 = p->verts[0]; if (i < p->nverts-1) n2 = p->verts[i+1]; double tu1 = vset->tu[n1]; double tv1 = vset->tv[n1]; double tu2 = vset->tu[n2]; double tv2 = vset->tv[n2]; x1 = (int) (cx + zoom * w * (tu1-0.5)); x2 = (int) (cx + zoom * w * (tu2-0.5)); y1 = (int) (cy + zoom * h * (tv1-0.5)); y2 = (int) (cy + zoom * h * (tv2-0.5)); window->DrawLine(x1, y1, x2, y2, Color::Yellow); if (IsSelected(p, i)) window->FillRect(x1-3, y1-3, x1+3, y1+3, Color::Yellow); else window->DrawRect(x1-2, y1-2, x1+2, y1+2, Color::Yellow); } } } if (active && nmarks > 1) { float points[4*BATCH_SIZE + 4]; for (int batch = 0; batch < nmarks; batch += BATCH_SIZE) { int end = batch + BATCH_SIZE; if (end > nmarks-1) end = nmarks-1; int nlines = end-batch; for (int i = 0; i < nlines; i++) { points[4*i+0] = (float) marks[batch + i].x; points[4*i+1] = (float) marks[batch + i].y; points[4*i+2] = (float) marks[batch + i + 1].x; points[4*i+3] = (float) marks[batch + i + 1].y; } video->DrawScreenLines(nlines, points, Color::Cyan); } } const char* title = "UV Editor"; int len = strlen(title); Rect r(6,4,200,20); r.x += window->GetRect().x; r.y += window->GetRect().y; video->DrawText(title, len, r, DT_LEFT|DT_SINGLELINE, Color::Black); r.x--; r.y--; video->DrawText(title, len, r, DT_LEFT|DT_SINGLELINE, Color::White); } // +--------------------------------------------------------------------+ void UVMapView::UseMaterial(Material* m) { if (material != m) { material = m; zoom = 1; x_offset = 0; y_offset = 0; } } void UVMapView::UsePolys(List& p) { polys.clear(); polys.append(p); } void UVMapView::MoveBy(double dx, double dy) { x_offset += dx; y_offset += dy; } void UVMapView::DragBy(double dx, double dy) { if (!material || !material->tex_diffuse || selverts.size() < 1) return; Bitmap* bmp = material->tex_diffuse; double w = zoom * bmp->Width(); double h = zoom * bmp->Height(); float du = (float) (dx/w); float dv = (float) (dy/h); for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { DWORD value = *svi; DWORD p = value >> 16; DWORD n = value & 0xffff; Poly* poly = polys[p]; if (poly && n < poly->nverts) { VertexSet* vset = poly->vertex_set; int v = poly->verts[n]; vset->tu[v] += du; vset->tv[v] += dv; } } } // +----------------------------------------------------------------------+ void UVMapView::Clear() { selverts.clear(); } void UVMapView::Begin(int seln_mode) { nmarks = 0; select_mode = seln_mode; active = true; } void UVMapView::AddMark(CPoint& p) { if (nmarks < MAX_MARK) marks[nmarks++] = p; } void UVMapView::End() { active = false; // get the model: if (!nmarks || !material || !material->tex_diffuse) return; // if not adding to selection: if (select_mode == SELECT_REPLACE) { Clear(); } Bitmap* bmp = material->tex_diffuse; int w = bmp->Width(); int h = bmp->Height(); double cx = window->Width() / 2 + x_offset; double cy = window->Height() / 2 + y_offset; // if only one mark: if (nmarks < 2) { // find all selected verts: ListIter iter = polys; while (++iter) { Poly* p = iter.value(); VertexSet* vset = p->vertex_set; for (int i = 0; i < p->nverts; i++) { int n1 = p->verts[i]; double tu1 = vset->tu[n1]; double tv1 = vset->tv[n1]; int x1 = (int) (cx + zoom * w * (tu1-0.5)); int y1 = (int) (cy + zoom * h * (tv1-0.5)); int dx = abs(marks[0].x - x1); int dy = abs(marks[0].y - y1); if (dx < 4 && dy < 4) { WORD p_index = iter.index(); DWORD value = (p_index << 16) | i; if (select_mode == SELECT_REMOVE) { for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { if (*svi == value) { selverts.erase(svi); } } } else { bool contains = false; for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { if (*svi == value) { contains = true; } } if (!contains) selverts.push_back(value); } } } } } // otherwise, build a region: else { CRgn rgn; rgn.CreatePolygonRgn(marks, nmarks, WINDING); // find all selected verts: ListIter iter = polys; while (++iter) { Poly* p = iter.value(); VertexSet* vset = p->vertex_set; for (int i = 0; i < p->nverts; i++) { int n1 = p->verts[i]; double tu1 = vset->tu[n1]; double tv1 = vset->tv[n1]; int x1 = (int) (cx + zoom * w * (tu1-0.5)); int y1 = (int) (cy + zoom * h * (tv1-0.5)); CPoint p(x1,y1); if (rgn.PtInRegion(p)) { WORD p_index = iter.index(); DWORD value = (p_index << 16) | i; if (select_mode == SELECT_REMOVE) { for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { if (*svi == value) selverts.erase(svi); } } else { bool contains = false; for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { if (*svi == value) contains = true; } if (!contains) selverts.push_back(value); } } } } } nmarks = 0; } // +----------------------------------------------------------------------+ void UVMapView::SelectAll() { selverts.clear(); ListIter iter = polys; while (++iter) { Poly* p = iter.value(); if (p->material != material) continue; for (int i = 0; i < p->nverts; i++) { WORD p_index = iter.index(); DWORD value = (p_index << 16) | i; selverts.push_back(value); } } } void UVMapView::SelectNone() { selverts.clear(); } void UVMapView::SelectInverse() { ListIter iter = polys; while (++iter) { Poly* p = iter.value(); if (p->material != material) continue; for (int i = 0; i < p->nverts; i++) { WORD p_index = iter.index(); DWORD value = (p_index << 16) | i; bool contains = false; auto svi = selverts.begin(); for (; svi != selverts.end(); ++svi) { if (*svi == value) { contains = true; break; } } if (contains) selverts.erase(svi); else selverts.push_back(value); } } } bool UVMapView::IsSelected(Poly* poly, WORD v) { WORD p = polys.index(poly); DWORD value = (p << 16) | v; bool contains = false; for (auto svi = selverts.begin(); svi != selverts.end(); ++svi) { if (*svi == value) return true; } return false; } bool UVMapView::WillSelect(CPoint& p) { if (!material || !material->tex_diffuse) return false; Bitmap* bmp = material->tex_diffuse; int w = bmp->Width(); int h = bmp->Height(); double cx = window->Width() / 2 + x_offset; double cy = window->Height() / 2 + y_offset; // find first selected vert: ListIter iter = polys; while (++iter) { Poly* poly = iter.value(); VertexSet* vset = poly->vertex_set; for (int i = 0; i < poly->nverts; i++) { int n1 = poly->verts[i]; double tu1 = vset->tu[n1]; double tv1 = vset->tv[n1]; int x1 = (int) (cx + zoom * w * (tu1-0.5)); int y1 = (int) (cy + zoom * h * (tv1-0.5)); int dx = abs(p.x - x1); int dy = abs(p.y - y1); if (dx < 4 && dy < 4) { return true; } } } return false; }