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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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
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