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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/VisMgr.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 3/26/01 2:46p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "vismgr.h"
- #include "sceneeditor.h"
- #include "matrix3d.h"
- #include "w3d_file.h"
- #include "chunkio.h"
- #include "utils.h"
- #include "staticphys.h"
- #include "node.h"
- #include "nodemgr.h"
- #include "cameramgr.h"
- #include "camera.h"
- #include "vispointnode.h"
- #include "groupmgr.h"
- ///////////////////////////////////////////////////////////////////////
- // Local constants
- ///////////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_VIS_OBJECT = 0x06150222,
- CHUNKID_VIS_DATA
- };
- ///////////////////////////////////////////////////////////////////////
- // Local structures
- ///////////////////////////////////////////////////////////////////////
- typedef struct
- {
- char mesh_name[W3D_NAME_LEN * 2];
- Matrix3D transform;
- int vis_id;
- }
- VIS_OBJECT_INFO;
- ///////////////////////////////////////////////////////////////////////
- //
- // Export_Remap_Data
- //
- ///////////////////////////////////////////////////////////////////////
- void
- VisMgrClass::Export_Remap_Data (ChunkSaveClass &csave)
- {
- //
- // Get the list of all static objects from the physics scene
- //
- RefPhysListIterator iterator = ::Get_Scene_Editor ()->Get_Static_Object_Iterator ();
- for (iterator.First (); !iterator.Is_Done (); iterator.Next ()) {
- //
- // Double-check to make sure this object is static
- //
- PhysClass *phys_obj = iterator.Peek_Obj ();
- StaticPhysClass *static_phys_obj = phys_obj->As_StaticPhysClass ();
- if (static_phys_obj != NULL && static_phys_obj->Peek_Model () != NULL) {
- //
- // Build a structure of information about this static object
- //
- VIS_OBJECT_INFO obj_info;
- ::lstrcpy (obj_info.mesh_name, static_phys_obj->Peek_Model ()->Get_Name ());
- obj_info.transform = static_phys_obj->Get_Transform ();
- obj_info.vis_id = static_phys_obj->Get_Vis_Object_ID ();
-
- //
- // Save the object info to its own chunk
- //
- csave.Begin_Chunk (CHUNKID_VIS_OBJECT);
- csave.Write (&obj_info, sizeof (obj_info));
- csave.End_Chunk ();
- }
- }
-
- //
- // Now export all the vis data
- //
- csave.Begin_Chunk (CHUNKID_VIS_DATA);
- ::Get_Scene_Editor ()->Export_Vis_Data (csave);
- csave.End_Chunk ();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Import_Remap_Data
- //
- ///////////////////////////////////////////////////////////////////////
- void
- VisMgrClass::Import_Remap_Data (ChunkLoadClass &cload)
- {
- bool is_valid = true;
- //
- // Start with a clean slate
- //
- ::Get_Scene_Editor ()->Discard_Vis ();
- //
- // Process all the chunks in this file
- //
- while (is_valid && cload.Open_Chunk ()) {
-
- switch (cload.Cur_Chunk_ID ())
- {
- //
- // Try to remap the vis-id of this object with the
- // vis-id of the object in the level where vis was generated.
- //
- case CHUNKID_VIS_OBJECT:
- {
- VIS_OBJECT_INFO info;
- cload.Read (&info, sizeof (info));
- //
- // Attempt to find this physics object in the scene
- //
- StaticPhysClass *vis_object = Find_Static_Phys_Object (info.mesh_name, info.transform);
- if (vis_object != NULL) {
- vis_object->Set_Vis_Object_ID (info.vis_id);
- } else {
- is_valid = false;
- }
- }
- break;
- //
- // Import the actual vis data. If we successfully
- // remapped the vis-id's of all the objects, then this
- // should work seamlessly
- //
- case CHUNKID_VIS_DATA:
- {
- ::Get_Scene_Editor ()->Import_Vis_Data (cload);
- }
- break;
- }
- cload.Close_Chunk ();
- }
- //
- // Warn the user if we failed
- //
- if (is_valid == false) {
- ::MessageBox ( NULL,
- "The static geometry in this level does not match the geometry of the level in which vis was generated. Unable to import vis data into this level.",
- "Import Error",
- MB_ICONERROR | MB_OK);
- }
-
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Find_Static_Phys_Object
- //
- ///////////////////////////////////////////////////////////////////////
- StaticPhysClass *
- VisMgrClass::Find_Static_Phys_Object (LPCTSTR mesh_name, const Matrix3D &tm)
- {
- StaticPhysClass *retval = NULL;
- //
- // Get the list of all static objects from the physics scene
- //
- RefPhysListIterator iterator = ::Get_Scene_Editor ()->Get_Static_Object_Iterator ();
- for (iterator.First (); retval == NULL && !iterator.Is_Done (); iterator.Next ()) {
-
- //
- // Double-check to make sure this object is static
- //
- PhysClass *phys_obj = iterator.Peek_Obj ();
- StaticPhysClass *static_phys_obj = phys_obj->As_StaticPhysClass ();
- if (static_phys_obj != NULL && static_phys_obj->Peek_Model () != NULL) {
- //
- // Is this the object we are looking for?
- //
- LPCTSTR curr_name = static_phys_obj->Peek_Model ()->Get_Name ();
- Matrix3D curr_tm = static_phys_obj->Get_Transform ();
- if ((::lstrcmpi (curr_name, mesh_name) == 0) && (curr_tm == tm)) {
- retval = static_phys_obj;
- }
- }
- }
- return retval;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Build_Node_List
- //
- ///////////////////////////////////////////////////////////////////////
- void
- VisMgrClass::Build_Node_List (DynamicVectorClass<NodeClass *> &node_list, bool selection_only)
- {
- if (selection_only) {
- SelectionMgrClass &sel_mgr = ::Get_Scene_Editor ()->Get_Selection_Mgr ();
-
- //
- // Build a list of the selected nodes that should be used to calculate
- // vis renders
- //
- for (int index = 0; index < sel_mgr.Get_Count (); index ++) {
- NodeClass *node = sel_mgr.Get_At (index);
- if (node != NULL && node->Is_Static ()) {
- Add_Nodes_To_List (node_list, node);
- }
- }
- } else {
- //
- // Build a list of nodes that should be used to calculate
- // vis renders
- //
- for (NodeClass *node = ::Get_Node_Mgr ().Get_First ();
- node != NULL;
- node = ::Get_Node_Mgr ().Get_Next (node))
- {
- if (node->Is_Static ()) {
- Add_Nodes_To_List (node_list, node);
- }
- }
- }
-
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Add_Nodes_To_List
- //
- ///////////////////////////////////////////////////////////////////////
- void
- VisMgrClass::Add_Nodes_To_List
- (
- DynamicVectorClass<NodeClass *> &node_list,
- NodeClass *node
- )
- {
- //
- // If the node is an aggregate (like a terrain), we are adding the
- // sub-nodes directly into the list
- //
- int sub_count = node->Get_Sub_Node_Count ();
- if (sub_count > 0) {
- for (int index = 0; index < sub_count; index ++) {
- NodeClass *sub_node = node->Get_Sub_Node (index);
-
- //
- // Recurse into this node
- //
- Add_Nodes_To_List (node_list, sub_node);
- }
- } else {
- if (node->Has_Vis_Sectors ()) {
- node_list.Add (node);
- }
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Render_Manual_Vis_Points
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- VisMgrClass::Render_Manual_Vis_Points
- (
- bool farm_mode,
- int processor_index,
- int total_processors,
- VIS_POINT_RENDERED_CALLBACK callback,
- DWORD param
- )
- {
- SceneEditorClass *scene_editor = ::Get_Scene_Editor ();
- VisLogClass &vis_log = scene_editor->Get_Vis_Log ();
- CameraClass *camera = new CameraClass (*::Get_Camera_Mgr ()->Get_Camera ());
- bool keep_going = true;
- //
- // Bulid a list of vis points
- //
- DynamicVectorClass<VisPointNodeClass *> point_list;
- VisPointNodeClass *vis_point = NULL;
- for ( vis_point = (VisPointNodeClass *)NodeMgrClass::Get_First (NODE_TYPE_VIS_POINT);
- vis_point != NULL && keep_going;
- vis_point = (VisPointNodeClass *)NodeMgrClass::Get_Next (vis_point, NODE_TYPE_VIS_POINT))
- {
- point_list.Add (vis_point);
- }
- //
- // Determine which nodes to process if we
- // are in farm mode.
- //
- if (farm_mode) {
- int points = point_list.Count ();
- float points_per_processor = ((float)points) / ((float)total_processors);
- int starting_point = (int)::floor (points_per_processor* (float)processor_index);
- int ending_point = (int)::ceil (points_per_processor * (float)(processor_index + 1));
- ending_point = min (ending_point, points);
- //
- // Copy the points from the total list into a temporary list
- //
- DynamicVectorClass<VisPointNodeClass *> temp_list;
- for (int index = starting_point; index < ending_point; index ++) {
- temp_list.Add (point_list[index]);
- }
- point_list.Delete_All ();
- point_list = temp_list;
- }
- //
- // Loop over all manual vis points in the level
- //
- for (int index = 0; index < point_list.Count (); index ++)
- {
- DWORD before = ::GetTickCount ();
- VisPointNodeClass *vis_point = point_list[index];
- // Set the camera up to use the same settings we used when
- // we generated this manual vis point
- //
- vis_point->Setup_Camera (*camera);
- //
- // Get the camera's clip plane settings
- //
- float znear = 0;
- float zfar = 0;
- camera->Get_Clip_Planes (znear, zfar);
- //
- // Convert the object transform to a camera transform
- //
- Matrix3D transform = vis_point->Get_Transform ();
- Matrix3D cam_transform (Vector3 (0, -1, 0), Vector3 (0, 0, 1), Vector3 (-1, 0, 0), Vector3 (0, 0, 0));
- Matrix3D new_transform = transform * cam_transform;
- Vector3 sample_location = (new_transform * Vector3 (0, 0, -znear));
- //
- //
- // Render vis for this point
- //
- VisSampleClass vis_sample = scene_editor->Update_Vis (sample_location,
- new_transform,
- VisDirBitsType(VIS_FORWARD_BIT | VIS_DONT_RECENTER),
- camera);
- vis_log.Log_Sample (vis_sample);
- scene_editor->Create_Vis_Point (transform);
- //
- // Notify the callback that we've renedered a point
- //
- if (callback != NULL) {
- DWORD after = ::GetTickCount ();
- keep_going = (*callback) (after - before, param);
- }
- }
- MEMBER_RELEASE (camera);
- return ;
- }
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