/* Copy container of entities from another world to this one and select them. */ void CWorld::CopyEntities(CWorld &woOther, CDynamicContainer<CEntity> &cenToCopy, CEntitySelection &senCopied, const CPlacement3D &plOtherSystem) { INDEX ctEntities = cenToCopy.Count(); if (ctEntities<=0) { return; } ULONG ulCopyFlags = COPY_REMAP; if(_bReinitEntitiesWhileCopying) { ulCopyFlags|=COPY_REINIT; }; // create array of pointer remaps _aprRemaps.Clear(); _aprRemaps.New(ctEntities); // PASS 1: create entities // for each entity to copy INDEX iRemap = 0; {FOREACHINDYNAMICCONTAINER(cenToCopy, CEntity, itenToCopy) { CEntity &enToCopy = *itenToCopy; CEntity *penNew; CPlacement3D plEntity; // thansform the entity placement from the system of other world plEntity = enToCopy.en_plPlacement; plEntity.RelativeToAbsolute(plOtherSystem); // mirror and stretch placement if needed if (_bMirrorAndStretch) { MirrorAndStretchPlacement(plEntity); } /* * NOTE: We must use CreateEntity_t() overload with class name instead with class pointer * because the entity class must be obtained by the target world too! */ // try to try { // create an entity of same class as the one to copy penNew = CreateEntity_t(plEntity, enToCopy.en_pecClass->GetName()); // if not successfull } catch (char *strError) { (void)strError; ASSERT(FALSE); // this should not happen FatalError(TRANS("Cannot CopyEntity():\n%s"), strError); } // remember its remap pointer _aprRemaps[iRemap].pr_penOriginal = &enToCopy; _aprRemaps[iRemap].pr_penCopy = penNew; iRemap++; }}
void CStock_TYPE::FreeUnused(void) { BOOL bAnyRemoved; // repeat do { // create container of objects that should be freed CDynamicContainer<TYPE> ctToFree; {FOREACHINDYNAMICCONTAINER(st_ctObjects, TYPE, itt) { if (!itt->IsUsed()) { ctToFree.Add(itt); } }} bAnyRemoved = ctToFree.Count()>0; // for each object that should be freed {FOREACHINDYNAMICCONTAINER(ctToFree, TYPE, itt) { st_ctObjects.Remove(itt); st_ntObjects.Remove(itt); delete (&*itt); }} // as long as there is something to remove } while (bAnyRemoved); }
/* * Converts data from Exploration3D format into arrays used for conversion to O3D */ void FillConversionArrays_t(const FLOATmatrix3D &mTransform) { #if USE_E3D // all polygons must be triangles if(_pe3Object->_facecount != 0) { throw("Error: Not all polygons are triangles!"); } // check if we need flipping (if matrix is flipping, polygons need to be flipped) const FLOATmatrix3D &m = mTransform; FLOAT fDet = m(1,1)*(m(2,2)*m(3,3)-m(2,3)*m(3,2))+ m(1,2)*(m(2,3)*m(3,1)-m(2,1)*m(3,3))+ m(1,3)*(m(2,1)*m(3,2)-m(2,2)*m(3,1)); FLOAT bFlipped = fDet<0; // ------------ Convert object vertices (coordinates) INDEX ctVertices = _pe3Object->pointcount; avVertices.New(ctVertices); // copy vertices for( INDEX iVtx=0; iVtx<ctVertices; iVtx++) { avVertices[iVtx] = ((FLOAT3D &)_pe3Object->points[iVtx])*mTransform; avVertices[iVtx](1) = -avVertices[iVtx](1); avVertices[iVtx](3) = -avVertices[iVtx](3); } // ------------ Convert object's mapping vertices (texture vertices) INDEX ctTextureVertices = _pe3Object->txtcount; avTextureVertices.New(ctTextureVertices); // copy texture vertices for( INDEX iTVtx=0; iTVtx<ctTextureVertices; iTVtx++) { avTextureVertices[iTVtx] = (FLOAT2D &)_pe3Object->txtpoints[iTVtx]; } // ------------ Organize triangles as list of surfaces // allocate triangles INDEX ctTriangles = _pe3Object->facecount; actTriangles.New(ctTriangles); acmMaterials.Lock(); // sort triangles per surfaces for( INDEX iTriangle=0; iTriangle<ctTriangles; iTriangle++) { ConversionTriangle &ctTriangle = actTriangles[iTriangle]; e3_TFACE *pe3Triangle = _pe3Object->GetFace( iTriangle); // copy vertex indices if (bFlipped) { ctTriangle.ct_iVtx[0] = pe3Triangle->v[2]; ctTriangle.ct_iVtx[1] = pe3Triangle->v[1]; ctTriangle.ct_iVtx[2] = pe3Triangle->v[0]; } else { ctTriangle.ct_iVtx[0] = pe3Triangle->v[0]; ctTriangle.ct_iVtx[1] = pe3Triangle->v[1]; ctTriangle.ct_iVtx[2] = pe3Triangle->v[2]; } // copy texture vertex indices if (bFlipped) { ctTriangle.ct_iTVtx[0] = pe3Triangle->t[2]; ctTriangle.ct_iTVtx[1] = pe3Triangle->t[1]; ctTriangle.ct_iTVtx[2] = pe3Triangle->t[0]; } else { ctTriangle.ct_iTVtx[0] = pe3Triangle->t[0]; ctTriangle.ct_iTVtx[1] = pe3Triangle->t[1]; ctTriangle.ct_iTVtx[2] = pe3Triangle->t[2]; } // obtain material e3_MATERIAL *pe3Mat = pe3Triangle->material; BOOL bNewMaterial = TRUE; // attach triangle into one material for( INDEX iMat=0; iMat<acmMaterials.Count(); iMat++) { // if this material already exist in array of materu if( acmMaterials[ iMat].cm_ulTag == (ULONG) pe3Mat) { // set index of surface ctTriangle.ct_iMaterial = iMat; // add triangle into surface list of triangles INDEX *piNewTriangle = new INDEX(1); *piNewTriangle = iTriangle; acmMaterials[ iMat].ms_Polygons.Add( piNewTriangle); bNewMaterial = FALSE; continue; } } // if material hasn't been added yet if( bNewMaterial) { // add new material ConversionMaterial *pcmNew = new ConversionMaterial; acmMaterials.Unlock(); acmMaterials.Add( pcmNew); acmMaterials.Lock(); // set polygon's material index INDEX iNewMaterial = acmMaterials.Count()-1; ctTriangle.ct_iMaterial = iNewMaterial; // add triangle into new surface's list of triangles INDEX *piNewTriangle = new INDEX(1); *piNewTriangle = iTriangle; acmMaterials[ iNewMaterial].ms_Polygons.Add( piNewTriangle); // remember recognition tag (ptr) pcmNew->cm_ulTag = (ULONG) pe3Mat; // ---------- Set material's name // if not default material if( pe3Mat != NULL && pe3Mat->name != NULL) { acmMaterials[iNewMaterial].cm_strName = CTString(pe3Mat->name); // get color COLOR colColor = CLR_CLRF( pe3Mat->GetDiffuse().rgb()); acmMaterials[iNewMaterial].cm_colColor = colColor; } else { acmMaterials[iNewMaterial].cm_strName = "Default"; acmMaterials[iNewMaterial].cm_colColor = C_GRAY; } } } acmMaterials.Unlock(); #endif }