SBSPSS/Utils/MkLevel/Layers/MkLevelLayer3d.cpp
2001-04-19 15:12:21 +00:00

270 lines
6.9 KiB
C++

/****************/
/*** Layer 3d ***/
/****************/
#include <Davelib.h>
#include <List2d.h>
#include "..\MkLevel.h"
#include "MkLevelLayer3d.h"
/*****************************************************************************/
/*****************************************************************************/
/*** Pre-Process *************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CMkLevelLayer3d::PreProcess(CMkLevel *Core)
{
int Width=InMap.GetWidth();
int Height=InMap.GetHeight();
OutMap.SetSize(Width,Height);
for (int Y=0; Y<Height; Y++)
{
for (int X=0; X<Width; X++)
{
sExpLayerTile &InElem=InMap.Get(X,Y);
sMkLevelElem &OutElem=OutMap.Get(X,Y);
OutElem.Elem=0;
if (InElem.Tile)
{ // Not Blank Tile
OutElem.Elem=Core->AddTile3d(InElem);
}
}
}
}
/*****************************************************************************/
/*****************************************************************************/
/*** Process *****************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*
void CMkLevelLayer3d::Process(CMkLevel *Core)
{
int Width=InMap.GetWidth();
int Height=InMap.GetHeight();
int i,ListSize;
TriList.SetTexGrab(Core->GetTexGrab());
//!!! TexGrab.AllowRotate(true);
TexGrab.AllowRotate(false);
//!!! TexGrab.ShrinkToFit(true);
TexGrab.ShrinkToFit(false);
for (int Y=0; Y<Height; Y++)
{
for (int X=0; X<Width; X++)
{
sExpLayerTile &ThisElem=InMap.Get(X,Y);
sMkLevelElem &OutElem=OutMap.Get(X,Y);
OutElem.Elem=TriList.GetFaceCount();
if (ThisElem.Tile)
{ // Not Blank Tile
sExpTile &InTile=Core->GetTile(ThisElem);
// Build Sorted List
CList<CFace> SortList;
CList<float> ZPosList;
if (InTile.TriCount)
{
for (i=0; i<InTile.TriCount; i++)
{
int ListPos;
CFace &ThisFace=CMkLevel::AllTriList[InTile.TriStart+i];
float ThisZPos;
ThisZPos=ThisFace.vtx[0].z;
if (ThisZPos>ThisFace.vtx[1].z) ThisZPos=ThisFace.vtx[1].z;
if (ThisZPos>ThisFace.vtx[2].z) ThisZPos=ThisFace.vtx[2].z;
ListSize=SortList.size();
for (ListPos=0; ListPos<ListSize; ListPos++)
{
if (ZPosList[ListPos]<ThisZPos) break;
}
SortList.insert(ListPos,ThisFace);
ZPosList.insert(ListPos,ThisZPos);
// Flip 3d tiles
CFace &F=SortList[ListPos];
bool SwapPnt=false;
if (ThisElem.Flags & PC_TILE_FLAG_MIRROR_X)
{
F.vtx[0].x=-F.vtx[0].x;
F.vtx[1].x=-F.vtx[1].x;
F.vtx[2].x=-F.vtx[2].x;
SwapPnt^=1;
}
if (ThisElem.Flags & PC_TILE_FLAG_MIRROR_Y)
{
F.vtx[0].y =1.0-F.vtx[0].y;
F.vtx[1].y =1.0-F.vtx[1].y;
F.vtx[2].y =1.0-F.vtx[2].y;
SwapPnt^=1;
}
if (SwapPnt)
{
Vector3 TmpV=F.vtx[0];
F.vtx[0]=F.vtx[1];
F.vtx[1]=TmpV;
sUV TmpUV=F.uvs[0];
F.uvs[0]=F.uvs[1];
F.uvs[1]=TmpUV;
}
}
}
else
{ // create flat tile
for (int i=0; i<2; i++)
{
FlatFace[i].Mat=OutElem.TexID;
SortList.push_back(FlatFace[i]);
}
}
ListSize=SortList.size();
// Sort out Flipping
for (i=0; i<ListSize; i++)
{
CFace &F=SortList[i];
// Offset Vtx's
for (int p=0; p<3; p++)
{
F.vtx[p].x +=(float)X;
F.vtx[p].y -=(float)Y;
}
F.ID=i;
// printf("%i\n",F.ID);
TriList.AddFace(F);
}
}
}
}
}
*/
/*****************************************************************************/
/*****************************************************************************/
/** Write ********************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*
int CMkLevelLayer3d::Write(FILE *File,const char *LayerName,const char *MapName)
{
int ThisPos=ftell(File);
CMkLevelLayerTile::Write(File,LayerName,MapName);
int Width=OutMap.GetWidth();
int Height=OutMap.GetHeight();
sLayerHdr LayerHdr;
sLayer3d Hdr3d;
vector<sVtx> OutVtxList;
TriList.Process();
ProcessVtxList(TriList.GetVtxList(),OutVtxList);
LayerHdr.Type=Type;
LayerHdr.SubType=SubType;
LayerHdr.Width=Width;
LayerHdr.Height=Height;
fwrite(&LayerHdr,sizeof(sLayerHdr),1,File);
int Pos3d=ftell(File);
fwrite(&Hdr3d,sizeof(sLayer3d),1,File);
for (int Y=0; Y<Height; Y++)
{
for (int X=0; X<Width; X++)
{
sMkLevelElem &OutElem=OutMap.Get(X,Y);
fwrite(&OutElem.Elem,sizeof(u16),1,File);
}
}
PadFile(File);
Hdr3d.TriCount=TriList.GetFaceCount();
Hdr3d.TriList=TriList.WriteTriList(File)-ThisPos;
Hdr3d.QuadCount=0;
Hdr3d.QuadList=TriList.WriteQuadList(File)-ThisPos;
Hdr3d.VtxCount=OutVtxList.size();
Hdr3d.VtxList=TriList.WriteVtxList(File,OutVtxList)-ThisPos;
printf("T:%i V:%i\t",Hdr3d.TriCount,Hdr3d.VtxCount);
printf("sTri %i\tFT3 %i\n",Hdr3d.TriCount*16,Hdr3d.TriCount*34);
int RetPos=ftell(File);
fseek(File,Pos3d,SEEK_SET);
fwrite(&Hdr3d,sizeof(sLayer3d),1,File);
fseek(File,RetPos,SEEK_SET);
return(ThisPos);
}
*/
/*****************************************************************************/
#if 0
void CMkLevelLayer3d::ProcessVtxList(vector<sVtx> const &InList,vector<sVtx> &OutList)
{
int i,ListSize=InList.size();
//int XMin,XMax,YMin,YMax;
sVtx Ofs;
OutList.resize(ListSize);
if (!ListSize) return;
/*
XMin=XMax=InList[0].vx;
YMin=YMax=InList[0].vy;
// Find Min/Max
for (i=1; i<ListSize; i++)
{
// printf("%i %i %i\n",InList[i].vx,InList[i].vy,InList[i].vz);
if (XMin>InList[i].vx) XMin=InList[i].vx;
if (XMax<InList[i].vx) XMax=InList[i].vx;
if (YMin>InList[i].vy) YMin=InList[i].vy;
if (YMax<InList[i].vy) YMax=InList[i].vy;
}
// Ofs.vx=-32768-XMin;
// Ofs.vy=-32768-YMin;
Ofs.vx=-XMin;
Ofs.vy=-YMin;
*/
Ofs.vx=-0;
Ofs.vy=-0;
Ofs.vz=-4*Scale;
// Adjust Vtx`
for (i=0; i<ListSize;i++)
{
sVtx const &In=InList[i];
sVtx &Out=OutList[i];
Out.vx=+(In.vx+Ofs.vx);
Out.vy=-(In.vy+Ofs.vy);
Out.vz=+(In.vz+Ofs.vz);
// printf("%i %i\n",In.vx,In.vy);
}
/*
XMin=XMax=OutList[0].vx;
YMin=YMax=OutList[0].vy;
// Find Min/Max
for (i=1; i<ListSize; i++)
{
if (XMin>OutList[i].vx) XMin=OutList[i].vx;
if (XMax<OutList[i].vx) XMax=OutList[i].vx;
if (YMin>OutList[i].vy) YMin=OutList[i].vy;
if (YMax<OutList[i].vy) YMax=OutList[i].vy;
}
printf("MinXY %i,%i %i,%i\n",XMin,YMin,XMax,YMax);
*/
}
#endif
/*****************************************************************************/