Ejemplo n.º 1
0
void EditorUI::SelectionUpdated()
{
	vector<MdlObject*> sel =model->GetSelectedObjects ();
	char label[128];
	if (sel.size () == 1) {
		MdlObject *f = sel.front();
		PolyMesh *pm = f->GetPolyMesh();
		sprintf (label, "MdlObject %s selected: position=(%4.1f,%4.1f,%4.1f) scale=(%3.2f,%3.2f,%3.2f) polycount=%d vertexcount=%d", f->name.c_str(),
			f->position.x, f->position.y, f->position.z, f->scale.x, f->scale.y, f->scale.z, pm? int(pm->poly.size()):0, pm?int(pm->verts.size()):0);
	} else if(sel.size() > 1) {
		int plcount = 0, vcount = 0;
		for (unsigned int a=0;a<sel.size();a++) {
			PolyMesh *pm = sel[a]->GetPolyMesh();
			if (pm) {
				plcount += pm->poly.size();
				vcount += pm->verts.size();
			}
		}
		sprintf (label, "Multiple objects selected. Total polycount: %d, Total vertexcount: %d", plcount, vcount);
	} else label[0]=0;
	status->value (label);
	status->redraw ();

	Update ();
}
Ejemplo n.º 2
0
bool Model::ImportUVCoords (Model* other, IProgressCtl &progctl)
{
	vector <MdlObject*> objects=GetObjectList ();
	MdlObject *srcobj = other->root;

	vector <Vector3> pverts;

	int numPl = 0, curPl=0;
	for (int a=0;a<objects.size();a++)
		numPl += objects[a]->poly.size();
	
	for (int a=0;a<objects.size();a++) {
		MdlObject *obj = objects[a];
		Matrix objTransform;
		obj->GetFullTransform(objTransform);

		// give each polygon an independent set of vertices, this will be optimized back to normal later
		vector <Vertex> nverts;
		for (int b=0;b<obj->poly.size();b++) {
			Poly *pl = obj->poly[b];
			for (int v=0;v<pl->verts.size();v++) {
				nverts.push_back (obj->verts[pl->verts[v]]);
				pl->verts[v]=nverts.size()-1;
			}
		}
		obj->verts=nverts;

		// match our polygons with the ones of the other model
		for (int b=0;b<obj->poly.size();b++) {
			Poly *pl = obj->poly[b];

			pverts.clear();
			for (int pv=0;pv<pl->verts.size();pv++) {
				Vector3 tpos;
				objTransform.apply (&obj->verts [pl->verts[pv]].pos, &tpos);
				pverts.push_back (tpos);
			}

			int startVertex;
			int bestpl = MatchPolygon (srcobj,pverts,startVertex);
			if (bestpl >= 0) {
				// copy texture coordinates from rt->poly[bestpl] to pl
				Poly *src = srcobj->poly [bestpl];
				for (int v=0;v<src->verts.size();v++) {
					Vertex &dstvrt = obj->verts[pl->verts[(v + startVertex)%pl->verts.size()]];
					dstvrt.tc[0] = srcobj->verts[src->verts[v]].tc[0];
				}
			}

			progctl.Update ((float)(curPl++) / numPl);
		}
		obj->Optimize ();
		obj->InvalidateRenderData();
	}

	return true;
}
Ejemplo n.º 3
0
void EditorUI::menuObjectMerge()
{
    vector <MdlObject*> sel = model->GetSelectedObjects ();

    for (int a=0; a<sel.size(); a++) {
        MdlObject *parent = sel [a]->parent;
        if (parent) parent->MergeChild (sel[a]);
    }
    Update ();
}
Ejemplo n.º 4
0
void EditorUI::menuObjectMerge()
{
	vector <MdlObject*> sel = model->GetSelectedObjects ();

	for (unsigned int a=0;a<sel.size();a++) {
		MdlObject *parent = sel [a]->parent;
		if (parent) parent->MergeChild (sel[a]);
	}
	BACKUP_POINT("Selected objects merged");
	Update ();
}
Ejemplo n.º 5
0
void Model::CalculateRadius ()
{
	vector<MdlObject*> objs = GetObjectList();
	radius=0.0f;
	for (int o=0;o<objs.size();o++) {
		MdlObject *obj = objs[o];
		Matrix objTransform;
		obj->GetFullTransform(objTransform);
		for(int v=0;v<obj->verts.size();v++){
			Vector3 tpos;
			objTransform.apply(&obj->verts[v].pos,&tpos);
			float r= (tpos-mid).length();
			if (radius < r) radius=r;
		}
	}
}
Ejemplo n.º 6
0
void EditorUI::uiObjectPositionChanged(int axis, fltk::Input *o)
{
	MdlObject *sel = GetSingleSel();

	if (sel) {
		float val=atof(o->value());

		if (chkOnlyMoveOrigin->value())
		{
			Vector3 newPos = sel->position;
			newPos[axis] = val;

			sel->MoveOrigin(newPos - sel->position);
		} else
			sel->position[axis] = val;
		BACKUP_POINT("Object position change");
		Update();
	}
}