예제 #1
0
//*************************************************************************************
//*************************************************************************************
long ObjectAddFace(EERIE_3DOBJ * obj, EERIE_FACE * face, EERIE_3DOBJ * srcobj)
{
	long i;

	for (i = 0; i < obj->nbfaces; i++) // Check Already existing faces
	{
		if ((obj->vertexlist[obj->facelist[i].vid[0]].v.x == srcobj->vertexlist[face->vid[0]].v.x)
		        &&	(obj->vertexlist[obj->facelist[i].vid[1]].v.x == srcobj->vertexlist[face->vid[1]].v.x)
		        &&	(obj->vertexlist[obj->facelist[i].vid[2]].v.x == srcobj->vertexlist[face->vid[2]].v.x)
		        &&	(obj->vertexlist[obj->facelist[i].vid[0]].v.y == srcobj->vertexlist[face->vid[0]].v.y)
		        &&	(obj->vertexlist[obj->facelist[i].vid[1]].v.y == srcobj->vertexlist[face->vid[1]].v.y)
		        &&	(obj->vertexlist[obj->facelist[i].vid[2]].v.y == srcobj->vertexlist[face->vid[2]].v.y)
		        &&	(obj->vertexlist[obj->facelist[i].vid[0]].v.z == srcobj->vertexlist[face->vid[0]].v.z)
		        &&	(obj->vertexlist[obj->facelist[i].vid[1]].v.z == srcobj->vertexlist[face->vid[1]].v.z)
		        &&	(obj->vertexlist[obj->facelist[i].vid[2]].v.z == srcobj->vertexlist[face->vid[2]].v.z)
		   )

			return -1;
	}

	long f0, f1, f2;
	f0 = ObjectAddVertex(obj, &srcobj->vertexlist[face->vid[0]]);
	f1 = ObjectAddVertex(obj, &srcobj->vertexlist[face->vid[1]]);
	f2 = ObjectAddVertex(obj, &srcobj->vertexlist[face->vid[2]]);

	if ((f1 == -1) || (f2 == -1) || (f0 == -1)) return -1;

	if (obj->nbfaces == 0)
	{
		obj->facelist = (EERIE_FACE *)malloc(sizeof(EERIE_FACE));
	}
	else
	{
		obj->facelist = (EERIE_FACE *)realloc(obj->facelist, sizeof(EERIE_FACE) * (obj->nbfaces + 1));
	}

	memcpy(&obj->facelist[obj->nbfaces], face, sizeof(EERIE_FACE));

	obj->facelist[obj->nbfaces].vid[0] = (unsigned short)f0;
	obj->facelist[obj->nbfaces].vid[1] = (unsigned short)f1;
	obj->facelist[obj->nbfaces].vid[2] = (unsigned short)f2;
	obj->facelist[obj->nbfaces].texid = 0; 

	for (i = 0; i < obj->nbmaps; i++)
	{
		if (obj->texturecontainer[i] == srcobj->texturecontainer[face->texid])
		{
			obj->facelist[obj->nbfaces].texid = (short)i;
			break;
		}
	}

	obj->nbfaces++;
	return (obj->nbfaces - 1);
}
예제 #2
0
//*************************************************************************************
//*************************************************************************************
long ObjectAddAction(EERIE_3DOBJ * obj, char * name, long act,
                     long sfx, EERIE_VERTEX * vert) 
{
	long newvert = ObjectAddVertex(obj, vert);

	if (newvert < 0) return -1;

	if (obj->nbaction == 0)
	{
		obj->actionlist = (EERIE_ACTIONLIST *)malloc(sizeof(EERIE_ACTIONLIST)); 
	}
	else
	{
		for (long i = 0; i < obj->nbaction; i++)
		{
			if (!strcmp(obj->actionlist[i].name, name))
				return i;
		}

		obj->actionlist = (EERIE_ACTIONLIST *)realloc(obj->actionlist, sizeof(EERIE_ACTIONLIST) * (obj->nbaction + 1));
	}

	strcpy(obj->actionlist[obj->nbaction].name, name);
	obj->actionlist[obj->nbaction].act = act;
	obj->actionlist[obj->nbaction].sfx = sfx;
	obj->actionlist[obj->nbaction].idx = newvert;
	obj->nbaction++;
	return (obj->nbaction - 1);
}
예제 #3
0
static long ObjectAddFace(EERIE_3DOBJ * obj, const EERIE_FACE * face, const EERIE_3DOBJ * srcobj) {
	
	// Check Already existing faces
	for(size_t i = 0; i < obj->facelist.size(); i++) {
		if(obj->vertexlist[obj->facelist[i].vid[0]].v.x == srcobj->vertexlist[face->vid[0]].v.x
		   && obj->vertexlist[obj->facelist[i].vid[1]].v.x == srcobj->vertexlist[face->vid[1]].v.x
		   && obj->vertexlist[obj->facelist[i].vid[2]].v.x == srcobj->vertexlist[face->vid[2]].v.x
		   && obj->vertexlist[obj->facelist[i].vid[0]].v.y == srcobj->vertexlist[face->vid[0]].v.y
		   && obj->vertexlist[obj->facelist[i].vid[1]].v.y == srcobj->vertexlist[face->vid[1]].v.y
		   && obj->vertexlist[obj->facelist[i].vid[2]].v.y == srcobj->vertexlist[face->vid[2]].v.y
		   && obj->vertexlist[obj->facelist[i].vid[0]].v.z == srcobj->vertexlist[face->vid[0]].v.z
		   && obj->vertexlist[obj->facelist[i].vid[1]].v.z == srcobj->vertexlist[face->vid[1]].v.z
		   && obj->vertexlist[obj->facelist[i].vid[2]].v.z == srcobj->vertexlist[face->vid[2]].v.z
		) {
			return -1;
		}
	}

	size_t f0 = ObjectAddVertex(obj, &srcobj->vertexlist[face->vid[0]]);
	size_t f1 = ObjectAddVertex(obj, &srcobj->vertexlist[face->vid[1]]);
	size_t f2 = ObjectAddVertex(obj, &srcobj->vertexlist[face->vid[2]]);
	
	obj->facelist.push_back(*face);

	obj->facelist.back().vid[0] = (unsigned short)f0;
	obj->facelist.back().vid[1] = (unsigned short)f1;
	obj->facelist.back().vid[2] = (unsigned short)f2;
	obj->facelist.back().texid = 0;
	
	for(size_t i = 0; i < obj->texturecontainer.size(); i++) {
		if(0 <= face->texid
		   && (size_t)face->texid < srcobj->texturecontainer.size()
		   && obj->texturecontainer[i] == srcobj->texturecontainer[face->texid]
		) {
			obj->facelist.back().texid = (short)i;
			break;
		}
	}

	return obj->facelist.size() - 1;
}
예제 #4
0
static void ObjectAddAction(EERIE_3DOBJ * obj, const std::string & name, long act,
                            long sfx, const EERIE_VERTEX * vert) {
	
	size_t newvert = ObjectAddVertex(obj, vert);
	
	for(std::vector<EERIE_ACTIONLIST>::iterator i = obj->actionlist.begin();
	    i != obj->actionlist.end(); ++i) {
		if(i->name == name) {
			return;
		}
	}
	
	obj->actionlist.push_back(EERIE_ACTIONLIST());
	
	EERIE_ACTIONLIST & action = obj->actionlist.back();
	
	action.name = name;
	action.act = act;
	action.sfx = sfx;
	action.idx = ActionPoint(newvert);
}
예제 #5
0
//*************************************************************************************
//*************************************************************************************
EERIE_3DOBJ * CreateIntermediaryMesh(EERIE_3DOBJ * obj1, EERIE_3DOBJ * obj2, long tw)
{
	long i;
	long tw1 = -1;
	long tw2 = -1;
	long iw1 = -1;
	long iw2 = -1;
	long jw1 = -1;
	long jw2 = -1;
	long sel_head1 = -1;
	long sel_head2 = -1;
	long sel_torso1 = -1;
	long sel_torso2 = -1;
	long sel_legs1 = -1;
	long sel_legs2 = -1;

	// First we retreive selection groups indexes
	for (i = 0; i < obj1->nbselections; i++)
	{
		if (!strcasecmp(obj1->selections[i].name, "head")) sel_head1 = i;
		else if (!strcasecmp(obj1->selections[i].name, "chest")) sel_torso1 = i;
		else if (!strcasecmp(obj1->selections[i].name, "leggings")) sel_legs1 = i;
	}

	for (i = 0; i < obj2->nbselections; i++)
	{
		if (!strcasecmp(obj2->selections[i].name, "head")) sel_head2 = i;
		else if (!strcasecmp(obj2->selections[i].name, "chest")) sel_torso2 = i;
		else if (!strcasecmp(obj2->selections[i].name, "leggings")) sel_legs2 = i;
	}

	if (sel_head1 == -1) return NULL;

	if (sel_head2 == -1) return NULL;

	if (sel_torso1 == -1) return NULL;

	if (sel_torso2 == -1) return NULL;

	if (sel_legs1 == -1) return NULL;

	if (sel_legs2 == -1) return NULL;

	if (tw == TWEAK_HEAD)
	{
		tw1 = sel_head1;
		tw2 = sel_head2;
		iw1 = sel_torso1;
		iw2 = sel_torso2;
		jw1 = sel_legs1;
		jw2 = sel_legs2;
	}

	if (tw == TWEAK_TORSO)
	{
		tw1 = sel_torso1;
		tw2 = sel_torso2;
		iw1 = sel_head1;
		iw2 = sel_head2;
		jw1 = sel_legs1;
		jw2 = sel_legs2;
	}

	if (tw == TWEAK_LEGS)
	{
		tw1 = sel_legs1;
		tw2 = sel_legs2;
		iw1 = sel_torso1;
		iw2 = sel_torso2;
		jw1 = sel_head1;
		jw2 = sel_head2;
	}

	if ((tw1 == -1) || (tw2 == -1)) return NULL;

	// Now Retreives Tweak Action Points
	{
		long idx_head1, idx_head2;
		long idx_torso1, idx_torso2;
		long idx_legs1, idx_legs2;

		idx_head1 = GetActionPoint(obj1, "head2chest");

		if (idx_head1 < 0) return NULL;

		idx_head2 = GetActionPoint(obj2, "head2chest");

		if (idx_head2 < 0) return NULL;

		idx_torso1 = GetActionPoint(obj1, "chest2leggings");

		if (idx_torso1 < 0) return NULL;

		idx_torso2 = GetActionPoint(obj2, "chest2leggings");

		if (idx_torso2 < 0) return NULL;

		idx_legs1 = obj1->origin;
		idx_legs2 = obj2->origin;

	}

	// copy vertexes
	EERIE_VERTEX * obj1vertexlist2 = NULL;
	EERIE_VERTEX * obj2vertexlist2 = NULL;
	obj1vertexlist2 = (EERIE_VERTEX *)malloc(sizeof(EERIE_VERTEX) * obj1->nbvertex);
	obj2vertexlist2 = (EERIE_VERTEX *)malloc(sizeof(EERIE_VERTEX) * obj2->nbvertex);
	memcpy(obj1vertexlist2, obj1->vertexlist, sizeof(EERIE_VERTEX)*obj1->nbvertex);
	memcpy(obj2vertexlist2, obj2->vertexlist, sizeof(EERIE_VERTEX)*obj2->nbvertex);

	// Work will contain the Tweaked object
	EERIE_3DOBJ * work = NULL;
	work = (EERIE_3DOBJ *)malloc(sizeof(EERIE_3DOBJ));
	memset(work, 0, sizeof(EERIE_3DOBJ));
	memcpy(&work->pos, &obj1->pos, sizeof(EERIE_3D));
	memcpy(&work->angle, &obj1->angle, sizeof(EERIE_3D));

	// ident will be the same as original object obj1
	work->ident = obj1->ident;

	// We reset all data to create a fresh object
	memcpy(&work->cub, &obj1->cub, sizeof(CUB3D));
	memcpy(&work->quat, &obj1->quat, sizeof(EERIE_QUAT));

	// Linked objects are linked to this object.
	if (obj1->nblinked > obj2->nblinked)
	{
		work->linked = (EERIE_LINKED *)malloc(obj1->nblinked * sizeof(EERIE_LINKED));
		memcpy(work->linked, obj1->linked, obj1->nblinked * sizeof(EERIE_LINKED));
		work->nblinked = obj1->nblinked;
	}
	else if (obj2->nblinked > 0)
	{
		work->linked = (EERIE_LINKED *)malloc(obj2->nblinked * sizeof(EERIE_LINKED));
		memcpy(work->linked, obj2->linked, obj2->nblinked * sizeof(EERIE_LINKED));
		work->nblinked = obj2->nblinked;
	}
	else
	{
		work->linked = NULL;
		work->nblinked = 0;
	}

	// Is the origin of object in obj1 or obj2 ? Retreives it for work object
	if (IsInSelection(obj1, obj1->origin, tw1) != -1)
	{
		work->point0.x = obj2->point0.x;
		work->point0.y = obj2->point0.y;
		work->point0.z = obj2->point0.z;
		work->origin = ObjectAddVertex(work, &obj2vertexlist2[obj2->origin]); 
	}
	else
	{
		work->point0.x = obj1->point0.x;
		work->point0.y = obj1->point0.y;
		work->point0.z = obj1->point0.z;
		work->origin = ObjectAddVertex(work, &obj1vertexlist2[obj1->origin]); 
	}

	// Recreate Action Points included in work object.for Obj1
	for (i = 0; i < obj1->nbaction; i++)
	{
		if ((IsInSelection(obj1, obj1->actionlist[i].idx, iw1) != -1)
		        ||	(IsInSelection(obj1, obj1->actionlist[i].idx, jw1) != -1)
		        || (!strcasecmp(obj1->actionlist[i].name, "head2chest"))
		        || (!strcasecmp(obj1->actionlist[i].name, "chest2leggings"))
		   )
		{
			ObjectAddAction(work, obj1->actionlist[i].name, obj1->actionlist[i].act,
			                obj1->actionlist[i].sfx, &obj1vertexlist2[obj1->actionlist[i].idx]);
		}
	}

	// Do the same for Obj2
	for (i = 0; i < obj2->nbaction; i++)
	{
		if ((IsInSelection(obj2, obj2->actionlist[i].idx, tw2) != -1)
		        || (!strcasecmp(obj1->actionlist[i].name, "head2chest"))
		        || (!strcasecmp(obj1->actionlist[i].name, "chest2leggings"))
		   )
		{
			ObjectAddAction(work, obj2->actionlist[i].name, obj2->actionlist[i].act,
			                obj2->actionlist[i].sfx, &obj2vertexlist2[obj2->actionlist[i].idx]);
		}
	}

	// Recreate Vertex using Obj1 Vertexes
	for (i = 0; i < obj1->nbvertex; i++)
	{
		if ((IsInSelection(obj1, i, iw1) != -1)
		        ||	(IsInSelection(obj1, i, jw1) != -1))
		{
			ObjectAddVertex(work, &obj1vertexlist2[i]);
		}
	}

	// The same for Obj2
	for (i = 0; i < obj2->nbvertex; i++)
	{
		if (IsInSelection(obj2, i, tw2) != -1)
		{
			ObjectAddVertex(work, &obj2vertexlist2[i]);
		}
	}


	// Look in Faces for forgotten Vertexes... AND
	// Re-Create TextureContainers Infos
	// We look for texturecontainers included in the future tweaked object
	TextureContainer * tc = NULL;

	for (i = 0; i < obj1->nbfaces; i++)
	{
		if (((IsInSelection(obj1, obj1->facelist[i].vid[0], iw1) != -1)
		        ||	(IsInSelection(obj1, obj1->facelist[i].vid[0], jw1) != -1))
		        &&	((IsInSelection(obj1, obj1->facelist[i].vid[1], iw1) != -1)
		             ||	(IsInSelection(obj1, obj1->facelist[i].vid[1], jw1) != -1))
		        &&	((IsInSelection(obj1, obj1->facelist[i].vid[2], iw1) != -1)
		             ||	(IsInSelection(obj1, obj1->facelist[i].vid[2], jw1) != -1))
		   )
		{

			if (obj1->facelist[i].texid != -1)
				if (tc != obj1->texturecontainer[obj1->facelist[i].texid])
				{
					tc = obj1->texturecontainer[obj1->facelist[i].texid];
					ObjectAddMap(work, tc);
				}

			ObjectAddFace(work, &obj1->facelist[i], obj1);
		}
	}

	for (i = 0; i < obj2->nbfaces; i++)
	{
		if ((IsInSelection(obj2, obj2->facelist[i].vid[0], tw2) != -1)
		        || (IsInSelection(obj2, obj2->facelist[i].vid[1], tw2) != -1)
		        || (IsInSelection(obj2, obj2->facelist[i].vid[2], tw2) != -1))
		{

			if (obj2->facelist[i].texid != -1)
				if (tc != obj2->texturecontainer[obj2->facelist[i].texid])
				{
					tc = obj2->texturecontainer[obj2->facelist[i].texid];
					ObjectAddMap(work, tc);
				}

			ObjectAddFace(work, &obj2->facelist[i], obj2);
		}
	}

	// Recreate Groups
	work->nbgroups = max(obj1->nbgroups, obj2->nbgroups);
	work->grouplist = (EERIE_GROUPLIST *)malloc(sizeof(EERIE_GROUPLIST) * work->nbgroups); 
	memset(work->grouplist, 0, sizeof(EERIE_GROUPLIST)*work->nbgroups);

	for (long k = 0; k < obj1->nbgroups; k++)
	{
		strcpy(work->grouplist[k].name, obj1->grouplist[k].name);
		long v = GetEquivalentVertex(work, &obj1vertexlist2[obj1->grouplist[k].origin]);

		if (v >= 0)
		{
			work->grouplist[k].siz = obj1->grouplist[k].siz;

			if ((IsInSelection(obj1, obj1->grouplist[k].origin, iw1) != -1)
			        || (IsInSelection(obj1, obj1->grouplist[k].origin, jw1) != -1))
				work->grouplist[k].origin = v;
		}
	}

	for (int k = 0; k < obj2->nbgroups; k++)
	{
		if (k >= obj1->nbgroups)
		{
			strcpy(work->grouplist[k].name, obj2->grouplist[k].name);

		}

		long v = GetEquivalentVertex(work, &obj2vertexlist2[obj2->grouplist[k].origin]);

		if (v >= 0)
		{
			work->grouplist[k].siz = obj2->grouplist[k].siz;

			if (IsInSelection(obj2, obj2->grouplist[k].origin, tw2) != -1)
				work->grouplist[k].origin = v;
		}
	}

	// Recreate Selection Groups (only the 3 selections needed to reiterate MeshTweaking !)
	work->nbselections = 3;
	work->selections = (EERIE_SELECTIONS *)malloc(sizeof(EERIE_SELECTIONS) * work->nbselections); 
	memset(work->selections, 0, sizeof(EERIE_SELECTIONS)*work->nbselections);
	strcpy(work->selections[0].name, "head");
	strcpy(work->selections[1].name, "chest");
	strcpy(work->selections[2].name, "leggings");

	// Re-Creating sel_head
	if (tw == TWEAK_HEAD)
	{
		for (long l = 0; l < obj2->selections[sel_head2].nb_selected; l++)
		{
			EERIE_VERTEX temp;
			temp.v.x = obj2vertexlist2[obj2->selections[sel_head2].selected[l]].v.x;
			temp.v.y = obj2vertexlist2[obj2->selections[sel_head2].selected[l]].v.y;
			temp.v.z = obj2vertexlist2[obj2->selections[sel_head2].selected[l]].v.z;
			long t = GetEquivalentVertex(work, &temp);

			if (t != -1)
			{
				ObjectAddSelection(work, 0, t);
			}
		}
	}
	else for (long l = 0; l < obj1->selections[sel_head1].nb_selected; l++)
		{
			EERIE_VERTEX temp;
			temp.v.x = obj1vertexlist2[obj1->selections[sel_head1].selected[l]].v.x;
			temp.v.y = obj1vertexlist2[obj1->selections[sel_head1].selected[l]].v.y;
			temp.v.z = obj1vertexlist2[obj1->selections[sel_head1].selected[l]].v.z;
			long t = GetEquivalentVertex(work, &temp);

			if (t != -1)
			{
				ObjectAddSelection(work, 0, t);
			}
		}

	// Re-Create sel_torso
	if (tw == TWEAK_TORSO)
	{
		for (long l = 0; l < obj2->selections[sel_torso2].nb_selected; l++)
		{
			EERIE_VERTEX temp;
			temp.v.x = obj2vertexlist2[obj2->selections[sel_torso2].selected[l]].v.x;
			temp.v.y = obj2vertexlist2[obj2->selections[sel_torso2].selected[l]].v.y;
			temp.v.z = obj2vertexlist2[obj2->selections[sel_torso2].selected[l]].v.z;
			long t = GetEquivalentVertex(work, &temp);

			if (t != -1)
			{
				ObjectAddSelection(work, 1, t);
			}
		}
	}
	else for (long l = 0; l < obj1->selections[sel_torso1].nb_selected; l++)
		{
			EERIE_VERTEX temp;
			temp.v.x = obj1vertexlist2[obj1->selections[sel_torso1].selected[l]].v.x;
			temp.v.y = obj1vertexlist2[obj1->selections[sel_torso1].selected[l]].v.y;
			temp.v.z = obj1vertexlist2[obj1->selections[sel_torso1].selected[l]].v.z;
			long t = GetEquivalentVertex(work, &temp);

			if (t != -1)
			{
				ObjectAddSelection(work, 1, t);
			}
		}

	// Re-Create sel_legs
	if (tw == TWEAK_LEGS)
	{
		for (long l = 0; l < obj2->selections[sel_legs2].nb_selected; l++)
		{
			EERIE_VERTEX temp;
			temp.v.x = obj2vertexlist2[obj2->selections[sel_legs2].selected[l]].v.x;
			temp.v.y = obj2vertexlist2[obj2->selections[sel_legs2].selected[l]].v.y;
			temp.v.z = obj2vertexlist2[obj2->selections[sel_legs2].selected[l]].v.z;
			long t = GetEquivalentVertex(work, &temp);

			if (t != -1)
			{
				ObjectAddSelection(work, 2, t);
			}
		}
	}
	else for (long l = 0; l < obj1->selections[sel_legs1].nb_selected; l++)
		{
			EERIE_VERTEX temp;
			temp.v.x = obj1vertexlist2[obj1->selections[sel_legs1].selected[l]].v.x;
			temp.v.y = obj1vertexlist2[obj1->selections[sel_legs1].selected[l]].v.y;
			temp.v.z = obj1vertexlist2[obj1->selections[sel_legs1].selected[l]].v.z;
			long t = GetEquivalentVertex(work, &temp);

			if (t != -1)
			{
				ObjectAddSelection(work, 2, t);
			}
		}

	//Now recreates other selections...
	for (i = 0; i < obj1->nbselections; i++)
	{
		if (EERIE_OBJECT_GetSelection(work, obj1->selections[i].name) == -1)
		{
			long num = work->nbselections;
			work->nbselections++;
			work->selections = (EERIE_SELECTIONS *)realloc(work->selections, sizeof(EERIE_SELECTIONS) * work->nbselections);
			memset(&work->selections[num], 0, sizeof(EERIE_SELECTIONS));
			strcpy(work->selections[num].name, obj1->selections[i].name);

			for (long l = 0; l < obj1->selections[i].nb_selected; l++)
			{
				EERIE_VERTEX temp;
				temp.v.x = obj1vertexlist2[obj1->selections[i].selected[l]].v.x;
				temp.v.y = obj1vertexlist2[obj1->selections[i].selected[l]].v.y;
				temp.v.z = obj1vertexlist2[obj1->selections[i].selected[l]].v.z;
				long t = GetEquivalentVertex(work, &temp);

				if (t != -1)
				{
					ObjectAddSelection(work, num, t);
				}
			}

			long ii = EERIE_OBJECT_GetSelection(obj2, obj1->selections[i].name);

			if (ii != -1)
				for (long l = 0; l < obj2->selections[ii].nb_selected; l++)
				{
					EERIE_VERTEX temp;
					temp.v.x = obj2vertexlist2[obj2->selections[ii].selected[l]].v.x;
					temp.v.y = obj2vertexlist2[obj2->selections[ii].selected[l]].v.y;
					temp.v.z = obj2vertexlist2[obj2->selections[ii].selected[l]].v.z;
					long t = GetEquivalentVertex(work, &temp);

					if (t != -1)
					{
						ObjectAddSelection(work, num, t);
					}
				}
		}
	}

	for (i = 0; i < obj2->nbselections; i++)
	{
		if (EERIE_OBJECT_GetSelection(work, obj2->selections[i].name) == -1)
		{
			long num = work->nbselections;
			work->nbselections++;
			work->selections = (EERIE_SELECTIONS *)realloc(work->selections, sizeof(EERIE_SELECTIONS) * work->nbselections);
			memset(&work->selections[num], 0, sizeof(EERIE_SELECTIONS));
			strcpy(work->selections[num].name, obj2->selections[i].name);

			for (long l = 0; l < obj2->selections[i].nb_selected; l++)
			{
				EERIE_VERTEX temp;
				temp.v.x = obj2vertexlist2[obj2->selections[i].selected[l]].v.x;
				temp.v.y = obj2vertexlist2[obj2->selections[i].selected[l]].v.y;
				temp.v.z = obj2vertexlist2[obj2->selections[i].selected[l]].v.z;
				long t = GetEquivalentVertex(work, &temp);

				if (t != -1)
				{
					ObjectAddSelection(work, num, t);
				}
			}
		}
	}

	// Recreate Animation-groups vertex
	for (i = 0; i < obj1->nbgroups; i++)
	{
		for (long j = 0; j < obj1->grouplist[i].nb_index; j++)
		{
			AddVertexToGroup(work, i, &obj1vertexlist2[obj1->grouplist[i].indexes[j]]);
		}
	}

	for (i = 0; i < obj2->nbgroups; i++)
	{
		for (long j = 0; j < obj2->grouplist[i].nb_index; j++)
		{
			AddVertexToGroup(work, i, &obj2vertexlist2[obj2->grouplist[i].indexes[j]]);
		}
	}

	// Look for Vertices Without Group...
	for (i = 0; i < work->nbmaps; i++)
	{
		work->texturecontainer[i]->Restore(GDevice);
	}

	if (work->nbvertex)
	{
		work->vertexlist3 = (EERIE_VERTEX *)malloc(sizeof(EERIE_VERTEX) * work->nbvertex);
		memcpy(work->vertexlist3, work->vertexlist, sizeof(EERIE_VERTEX)*work->nbvertex);
	}

	if (obj1vertexlist2)
		free(obj1vertexlist2);

	if (obj2vertexlist2)
		free(obj2vertexlist2);

	return work;
}
예제 #6
0
static EERIE_3DOBJ * CreateIntermediaryMesh(const EERIE_3DOBJ * obj1, const EERIE_3DOBJ * obj2, long tw) {
	
	ObjSelection tw1 = ObjSelection();
	ObjSelection tw2 = ObjSelection();
	ObjSelection iw1 = ObjSelection();
	ObjSelection jw1 = ObjSelection();
	ObjSelection sel_head1 = ObjSelection();
	ObjSelection sel_head2 = ObjSelection();
	ObjSelection sel_torso1 = ObjSelection();
	ObjSelection sel_torso2 = ObjSelection();
	ObjSelection sel_legs1 = ObjSelection();
	ObjSelection sel_legs2 = ObjSelection();

	// First we retreive selection groups indexes
	for(size_t i = 0; i < obj1->selections.size(); i++) { // TODO iterator
		ObjSelection sel = ObjSelection(i);
		
		if(obj1->selections[i].name == "head") {
			sel_head1 = sel;
		} else if(obj1->selections[i].name == "chest") {
			sel_torso1 = sel;
		} else if(obj1->selections[i].name == "leggings") {
			sel_legs1 = sel;
		}
	}

	for(size_t i = 0; i < obj2->selections.size(); i++) { // TODO iterator
		ObjSelection sel = ObjSelection(i);
		
		if(obj2->selections[i].name == "head") {
			sel_head2 = sel;
		} else if(obj2->selections[i].name == "chest") {
			sel_torso2 = sel;
		} else if(obj2->selections[i].name == "leggings") {
			sel_legs2 = sel;
		}
	}

	if(sel_head1 == ObjSelection()) return NULL;

	if(sel_head2 == ObjSelection()) return NULL;

	if(sel_torso1 == ObjSelection()) return NULL;

	if(sel_torso2 == ObjSelection()) return NULL;

	if(sel_legs1 == ObjSelection()) return NULL;

	if(sel_legs2 == ObjSelection()) return NULL;

	if(tw == TWEAK_HEAD) {
		tw1 = sel_head1;
		tw2 = sel_head2;
		iw1 = sel_torso1;
		jw1 = sel_legs1;
	}

	if(tw == TWEAK_TORSO) {
		tw1 = sel_torso1;
		tw2 = sel_torso2;
		iw1 = sel_head1;
		jw1 = sel_legs1;
	}

	if(tw == TWEAK_LEGS) {
		tw1 = sel_legs1;
		tw2 = sel_legs2;
		iw1 = sel_torso1;
		jw1 = sel_head1;
	}

	if(tw1 == ObjSelection() || tw2 == ObjSelection())
		return NULL;

	// Now Retreives Tweak Action Points
	{
		ActionPoint idx_head1 = GetActionPoint(obj1, "head2chest");
		if(idx_head1 == ActionPoint())
			return NULL;

		ActionPoint idx_head2 = GetActionPoint(obj2, "head2chest");
		if(idx_head2 == ActionPoint())
			return NULL;

		ActionPoint idx_torso1 = GetActionPoint(obj1, "chest2leggings");
		if(idx_torso1 == ActionPoint())
			return NULL;

		ActionPoint idx_torso2 = GetActionPoint(obj2, "chest2leggings");
		if(idx_torso2 == ActionPoint())
			return NULL;
	}

	// copy vertices
	std::vector<EERIE_VERTEX> obj1vertexlist2 = obj1->vertexlist;
	std::vector<EERIE_VERTEX> obj2vertexlist2 = obj2->vertexlist;

	// Work will contain the Tweaked object
	EERIE_3DOBJ * work = new EERIE_3DOBJ;
	work->pos = obj1->pos;
	work->angle = obj1->angle;
	
	// We reset all data to create a fresh object
	work->cub = obj1->cub;
	work->quat = obj1->quat;
	
	// Linked objects are linked to this object.
	if(obj1->linked.size() > obj2->linked.size()) {
		work->linked = obj1->linked;
	} else {
		work->linked = obj2->linked;
	}
	
	// Is the origin of object in obj1 or obj2 ? Retreives it for work object
	if(IsInSelection(obj1, obj1->origin, tw1)) {
		work->point0 = obj2->point0;
		work->origin = ObjectAddVertex(work, &obj2vertexlist2[obj2->origin]);
	} else {
		work->point0 = obj1->point0;
		work->origin = ObjectAddVertex(work, &obj1vertexlist2[obj1->origin]);
	}

	// Recreate Action Points included in work object.for Obj1
	for(size_t i = 0; i < obj1->actionlist.size(); i++) {
		const EERIE_ACTIONLIST & action = obj1->actionlist[i];

		if(   IsInSelection(obj1, action.idx.handleData(), iw1)
		   || IsInSelection(obj1, action.idx.handleData(), jw1)
		   || action.name == "head2chest"
		   || action.name == "chest2leggings"
		) {
			ObjectAddAction(work, action.name, action.act, action.sfx, &obj1vertexlist2[action.idx.handleData()]);
		}
	}

	// Do the same for Obj2
	for(size_t i = 0; i < obj2->actionlist.size(); i++) {
		const EERIE_ACTIONLIST & action = obj2->actionlist[i];

		if(   IsInSelection(obj2, action.idx.handleData(), tw2)
		   || action.name == "head2chest"
		   || action.name == "chest2leggings"
		) {
			ObjectAddAction(work, action.name, action.act, action.sfx, &obj2vertexlist2[action.idx.handleData()]);
		}
	}

	// Recreate Vertex using Obj1 Vertexes
	for(size_t i = 0; i < obj1->vertexlist.size(); i++) {
		if(IsInSelection(obj1, i, iw1) || IsInSelection(obj1, i, jw1)) {
			ObjectAddVertex(work, &obj1vertexlist2[i]);
		}
	}

	// The same for Obj2
	for(size_t i = 0; i < obj2->vertexlist.size(); i++) {
		if(IsInSelection(obj2, i, tw2)) {
			ObjectAddVertex(work, &obj2vertexlist2[i]);
		}
	}


	// Look in Faces for forgotten Vertexes... AND
	// Re-Create TextureContainers Infos
	// We look for texturecontainers included in the future tweaked object
	TextureContainer * tc = NULL;

	for(size_t i = 0; i < obj1->facelist.size(); i++) {
		const EERIE_FACE & face = obj1->facelist[i];

		if(   (IsInSelection(obj1, face.vid[0], iw1) || IsInSelection(obj1, face.vid[0], jw1))
		   && (IsInSelection(obj1, face.vid[1], iw1) || IsInSelection(obj1, face.vid[1], jw1))
		   && (IsInSelection(obj1, face.vid[2], iw1) || IsInSelection(obj1, face.vid[2], jw1))
		) {
			if(face.texid != -1) {
				if(tc != obj1->texturecontainer[face.texid]) {
					tc = obj1->texturecontainer[face.texid];
					ObjectAddMap(work, tc);
				}
			}

			ObjectAddFace(work, &face, obj1);
		}
	}

	for(size_t i = 0; i < obj2->facelist.size(); i++) {
		const EERIE_FACE & face = obj2->facelist[i];

		if(   IsInSelection(obj2, face.vid[0], tw2)
		   || IsInSelection(obj2, face.vid[1], tw2)
		   || IsInSelection(obj2, face.vid[2], tw2)
		) {

			if(face.texid != -1) {
				if(tc != obj2->texturecontainer[face.texid]) {
					tc = obj2->texturecontainer[face.texid];
					ObjectAddMap(work, tc);
				}
			}

			ObjectAddFace(work, &face, obj2);
		}
	}

	// Recreate Groups
	work->grouplist.resize(std::max(obj1->grouplist.size(), obj2->grouplist.size()));

	for(size_t k = 0; k < obj1->grouplist.size(); k++) {
		const VertexGroup & grp = obj1->grouplist[k];
		
		work->grouplist[k].name = grp.name;
		long v = GetEquivalentVertex(work, &obj1vertexlist2[grp.origin]);

		if(v >= 0) {
			work->grouplist[k].siz = grp.siz;

			if(IsInSelection(obj1, grp.origin, iw1)
			        || IsInSelection(obj1, grp.origin, jw1))
				work->grouplist[k].origin = v;
		}
	}

	for(size_t k = 0; k < obj2->grouplist.size(); k++) {
		if(k >= obj1->grouplist.size()) {
			work->grouplist[k].name = obj2->grouplist[k].name;
		}

		long v = GetEquivalentVertex(work, &obj2vertexlist2[obj2->grouplist[k].origin]);

		if(v >= 0) {
			work->grouplist[k].siz = obj2->grouplist[k].siz;

			if(IsInSelection(obj2, obj2->grouplist[k].origin, tw2))
				work->grouplist[k].origin = v;
		}
	}

	// Recreate Selection Groups (only the 3 selections needed to reiterate MeshTweaking !)
	work->selections.resize(3);
	work->selections[0].name = "head";
	work->selections[1].name = "chest";
	work->selections[2].name = "leggings";

	// Re-Creating sel_head
	if(tw == TWEAK_HEAD) {
		const EERIE_SELECTIONS & sel = obj2->selections[sel_head2.handleData()];
		
		for(size_t l = 0; l < sel.selected.size(); l++) {
			EERIE_VERTEX temp;
			temp.v = obj2vertexlist2[sel.selected[l]].v;
			long t = GetEquivalentVertex(work, &temp);

			if(t != -1) {
				ObjectAddSelection(work, 0, t);
			}
		}
	} else {
		const EERIE_SELECTIONS & sel = obj1->selections[sel_head1.handleData()];
		
		for(size_t l = 0; l < sel.selected.size(); l++) {
			EERIE_VERTEX temp;
			temp.v = obj1vertexlist2[sel.selected[l]].v;
			long t = GetEquivalentVertex(work, &temp);

			if(t != -1) {
				ObjectAddSelection(work, 0, t);
			}
		}
	}

	// Re-Create sel_torso
	if(tw == TWEAK_TORSO) {
		const EERIE_SELECTIONS & sel = obj2->selections[sel_torso2.handleData()];
		
		for(size_t l = 0; l < sel.selected.size(); l++) {
			EERIE_VERTEX temp;
			temp.v = obj2vertexlist2[sel.selected[l]].v;
			long t = GetEquivalentVertex(work, &temp);

			if(t != -1) {
				ObjectAddSelection(work, 1, t);
			}
		}
	} else {
		const EERIE_SELECTIONS & sel = obj1->selections[sel_torso1.handleData()];
		
		for(size_t l = 0; l < sel.selected.size(); l++) {
			EERIE_VERTEX temp;
			temp.v = obj1vertexlist2[sel.selected[l]].v;
			long t = GetEquivalentVertex(work, &temp);

			if(t != -1) {
				ObjectAddSelection(work, 1, t);
			}
		}
	}

	// Re-Create sel_legs
	if(tw == TWEAK_LEGS) {
		const EERIE_SELECTIONS & sel = obj2->selections[sel_legs2.handleData()];
		
		for(size_t l = 0; l < sel.selected.size(); l++) {
			EERIE_VERTEX temp;
			temp.v = obj2vertexlist2[sel.selected[l]].v;
			long t = GetEquivalentVertex(work, &temp);

			if(t != -1) {
				ObjectAddSelection(work, 2, t);
			}
		}
	} else {
		const EERIE_SELECTIONS & sel = obj1->selections[sel_legs1.handleData()];
		
		for(size_t l = 0; l < sel.selected.size(); l++) {
			EERIE_VERTEX temp;
			temp.v = obj1vertexlist2[sel.selected[l]].v;
			long t = GetEquivalentVertex(work, &temp);

			if(t != -1) {
				ObjectAddSelection(work, 2, t);
			}
		}
	}

	//Now recreates other selections...
	for(size_t i = 0; i < obj1->selections.size(); i++) {
		
		if(EERIE_OBJECT_GetSelection(work, obj1->selections[i].name) == ObjSelection()) {
			size_t num = work->selections.size();
			work->selections.resize(num + 1);
			work->selections[num].name = obj1->selections[i].name;

			for(size_t l = 0; l < obj1->selections[i].selected.size(); l++) {
				EERIE_VERTEX temp;
				temp.v = obj1vertexlist2[obj1->selections[i].selected[l]].v;
				long t = GetEquivalentVertex(work, &temp);

				if (t != -1)
				{
					ObjectAddSelection(work, num, t);
				}
			}

			ObjSelection ii = EERIE_OBJECT_GetSelection(obj2, obj1->selections[i].name);

			if(ii != ObjSelection()) {
				const EERIE_SELECTIONS & sel = obj2->selections[ii.handleData()];
				
				for(size_t l = 0; l < sel.selected.size(); l++) {
					EERIE_VERTEX temp;
					temp.v = obj2vertexlist2[sel.selected[l]].v;
					long t = GetEquivalentVertex(work, &temp);

					if(t != -1) {
						ObjectAddSelection(work, num, t);
					}
				}
			}
		}
	}

	for(size_t i = 0; i < obj2->selections.size(); i++) {
		if(EERIE_OBJECT_GetSelection(work, obj2->selections[i].name) == ObjSelection()) {
			size_t num = work->selections.size();
			work->selections.resize(num + 1);
			work->selections[num].name = obj2->selections[i].name;

			for(size_t l = 0; l < obj2->selections[i].selected.size(); l++) {
				EERIE_VERTEX temp;
				temp.v = obj2vertexlist2[obj2->selections[i].selected[l]].v;
				long t = GetEquivalentVertex(work, &temp);

				if(t != -1) {
					ObjectAddSelection(work, num, t);
				}
			}
		}
	}

	// Recreate Animation-groups vertex
	for(size_t i = 0; i < obj1->grouplist.size(); i++) {
		for(size_t j = 0; j < obj1->grouplist[i].indexes.size(); j++) {
			AddVertexToGroup(work, i, &obj1vertexlist2[obj1->grouplist[i].indexes[j]]);
		}
	}

	for(size_t i = 0; i < obj2->grouplist.size(); i++) {
		for(size_t j = 0; j < obj2->grouplist[i].indexes.size(); j++) {
			AddVertexToGroup(work, i, &obj2vertexlist2[obj2->grouplist[i].indexes[j]]);
		}
	}
	
	work->vertexWorldPositions.resize(work->vertexlist.size());
	work->vertexClipPositions.resize(work->vertexlist.size());
	work->vertexColors.resize(work->vertexlist.size());
	
	return work;
}