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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:    nGenEx.lib
    FILE:         Solid.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Classes for rendering solid meshes of polygons
*/

#ifndef Solid_h
#define Solid_h

#include "Polygon.h"
#include "Graphic.h"
#include "Video.h"
#include "List.h"

// +--------------------------------------------------------------------+

class Solid;
class Model;
class ModelFile;
class Surface;
class Segment;
class Shadow;
class Light;

class OPCODE_data;   // for collision detection

// +--------------------------------------------------------------------+

class Solid : public Graphic
{
public:
    static const char* TYPENAME() { return "Solid"; }

    enum { NAMELEN = 64 };

    static bool    IsCollisionEnabled();
    static void    EnableCollision(bool enable);

    Solid();
    virtual ~Solid();

    // operations
    virtual void   Render(Video* video, DWORD flags);
    virtual void   SelectDetail(Projector* p);
    virtual void   ProjectScreenRect(Projector* p);
    virtual void   Update();

    // accessors / mutators
    Model*         GetModel()     const { return model;         }
    void           GetAllTextures(List<Bitmap>& textures);

    virtual bool   IsDynamic()    const;
    virtual void   SetDynamic(bool d);
    virtual void   SetLuminous(bool l);
    virtual void   SetOrientation(const Matrix& o);
    virtual void   SetOrientation(const Solid& match);
    const Matrix&  Orientation()  const { return orientation;   }
    float          Roll()         const { return roll;          }
    float          Pitch()        const { return pitch;         }
    float          Yaw()          const { return yaw;           }
    virtual bool   IsSolid()      const { return true;          }

    // stencil shadows
    virtual void   CreateShadows(int nlights=1);
    virtual void   UpdateShadows(List<Light>& lights);
    List<Shadow>&  GetShadows()         { return shadows;       }

    bool           Load(const char* mag_file, double scale=1.0);
    bool           Load(ModelFile*  loader,   double scale=1.0);
    void           UseModel(Model* model);
    void           ClearModel();
    bool           Rescale(double scale);

    // collision detection
    virtual int    CollidesWith(Graphic& o);
    virtual int    CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
    bool treat_translucent_polys_as_solid=true);
    virtual Poly*  GetIntersectionPoly() const { return intersection_poly; }

    // buffer management
    virtual void   DeletePrivateData();
    virtual void   InvalidateSurfaceData();
    virtual void   InvalidateSegmentData();

protected:
    Model*         model;
    bool           own_model;

    float          roll, pitch, yaw;
    Matrix         orientation;
    Poly*          intersection_poly;

    List<Shadow>   shadows;
};

// +--------------------------------------------------------------------+

class Model
{
    friend class Solid;
    friend class ModelFile;

public:
    static const char* TYPENAME() { return "Model"; }

    enum  {  MAX_VERTS = 64000, MAX_POLYS = 16000 };

    Model();
    Model(const Model& m);
    ~Model();

    Model& operator = (const Model& m);
    int operator == (const Model& that) const { return this == &that; }

    bool           Load(const char* mag_file, double scale=1.0);
    bool           Load(ModelFile*  loader,   double scale=1.0);

    const char*    Name()         const { return name;             }
    int            NumVerts()     const { return nverts;           }
    int            NumSurfaces()  const { return surfaces.size();  }
    int            NumMaterials() const { return materials.size(); }
    int            NumPolys()     const { return npolys;           }
    int            NumSegments()  const;
    double         Radius()       const { return radius;           }
    bool           IsDynamic()    const { return dynamic;          }
    void           SetDynamic(bool d)   { dynamic = d;             }
    bool           IsLuminous()   const { return luminous;         }
    void           SetLuminous(bool l)  { luminous = l;            }

    List<Surface>&    GetSurfaces()     { return surfaces;         }
    List<Material>&   GetMaterials()    { return materials;        }
    const Material*   FindMaterial(const char* mtl_name) const;
    const Material*   ReplaceMaterial(const Material* mtl);
    void              GetAllTextures(List<Bitmap>& textures);

    Poly*          AddPolys(int nsurf, int npolys, int nverts);
    void           ExplodeMesh();
    void           OptimizeMesh();
    void           OptimizeMaterials();
    void           ScaleBy(double factor);

    void           Normalize();
    void           SelectPolys(List<Poly>&, Material* mtl);
    void           SelectPolys(List<Poly>&, Vec3 loc);

    void           AddSurface(Surface* s);
    void           ComputeTangents();

    // buffer management
    void           DeletePrivateData();

private:
    bool           LoadMag5(BYTE* block, int len, double scale);
    bool           LoadMag6(BYTE* block, int len, double scale);

    char           name[Solid::NAMELEN];
    List<Surface>  surfaces;
    List<Material> materials;
    int            nverts;
    int            npolys;
    float          radius;
    float          extents[6];
    bool           luminous;
    bool           dynamic;
};

// +--------------------------------------------------------------------+

class Surface
{
    friend class Solid;
    friend class Model;

public:
    static const char* TYPENAME() { return "Surface"; }

    enum { HIDDEN=1, LOCKED=2, SIMPLE=4, MAX_VERTS=64000, MAX_POLYS=16000 };

    Surface();
    ~Surface();

    int operator == (const Surface& s) const { return this == &s; }

    const char*    Name()            const { return name;                                }
    int            NumVerts()        const { return vertex_set ? vertex_set->nverts : 0; }
    int            NumSegments()     const { return segments.size();                     }
    int            NumPolys()        const { return npolys;                              }
    int            NumIndices()      const { return nindices;                            }
    bool           IsHidden()        const { return state & HIDDEN ? true : false;       }
    bool           IsLocked()        const { return state & LOCKED ? true : false;       }
    bool           IsSimplified()    const { return state & SIMPLE ? true : false;       }

    Model*         GetModel()        const { return model;         }
    List<Segment>& GetSegments()           { return segments;      }
    const Point&   GetOffset()       const { return offset;        }
    const Matrix&  GetOrientation()  const { return orientation;   }
    double         Radius()          const { return radius;        }
    VertexSet*     GetVertexSet()    const { return vertex_set;    }
    Vec3*          GetVLoc()         const { return vloc;          }
    Poly*          GetPolys()        const { return polys;         }

    void           SetName(const char* n);
    void           SetHidden(bool b);
    void           SetLocked(bool b);
    void           SetSimplified(bool b);

    void           CreateVerts(int nverts);
    void           CreatePolys(int npolys);
    void           AddIndices(int n)       { nindices += n;        }
    Poly*          AddPolys(int npolys, int nverts);

    VideoPrivateData* GetVideoPrivateData()   const { return video_data;    }
    void              SetVideoPrivateData(VideoPrivateData* vpd)
    { video_data = vpd; }

    void           ScaleBy(double factor);

    void           BuildHull();
    void           Normalize();
    void           SelectPolys(List<Poly>&, Material* mtl);
    void           SelectPolys(List<Poly>&, Vec3 loc);

    void           InitializeCollisionHull();
    void           ComputeTangents();
    void           CalcGradients(Poly& p, Vec3& tangent, Vec3& binormal);

    void           Copy(Surface& s, Model* m);
    void           OptimizeMesh();
    void           ExplodeMesh();

private:
    char           name[Solid::NAMELEN];
    Model*         model;
    VertexSet*     vertex_set; // for rendering
    Vec3*          vloc;       // for shadow hull
    float          radius;
    int            nhull;
    int            npolys;
    int            nindices;
    int            state;
    Poly*          polys;
    List<Segment>  segments;

    Point          offset;
    Matrix         orientation;

public:
    OPCODE_data*   opcode;

private:
    VideoPrivateData* video_data;
};

// +--------------------------------------------------------------------+

class Segment
{
public:
    static const char* TYPENAME() { return "Segment"; }

    Segment();
    Segment(int n, Poly* p, Material* mtl, Model* mod=0);
    ~Segment();

    bool        IsSolid()         const { return material ? material->IsSolid()      : true;  }
    bool        IsTranslucent()   const { return material ? material->IsTranslucent(): false; }
    bool        IsGlowing()       const { return material ? material->IsGlowing()    : false; }

    VideoPrivateData* GetVideoPrivateData()   const { return video_data;    }
    void              SetVideoPrivateData(VideoPrivateData* vpd)
    { video_data = vpd; }

    int         npolys;
    Poly*       polys;
    Material*   material;
    Model*      model;
    VideoPrivateData* video_data;
};

// +--------------------------------------------------------------------+

class ModelFile
{
public:
    ModelFile(const char* fname);
    virtual ~ModelFile();

    virtual bool   Load(Model* m, double scale=1.0);
    virtual bool   Save(Model* m);

protected:
    char        filename[256];
    Model*      model;

    // internal accessors:
    char*       pname;
    int*        pnverts;
    int*        pnpolys;
    float*      pradius;
};

// +--------------------------------------------------------------------+

#endif Solid_h