JurassicParkTrespasser/jp2_pc/Source/Test/Test3DObjs.cpp

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2018-01-01 22:07:24 +00:00
/***********************************************************************************************
*
* Copyright <EFBFBD> DreamWorks Interactive. 1996
*
* Implementation of Test3DObjs.hpp.
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Test/Test3DObjs.cpp $
*
* 41 97/03/18 19:22 Speter
* Replaced inefficient CDir3<>('z') with d3ZAxis.
*
* 40 97/01/26 20:01 Speter
* Changed matPLASTIC to matSHINY.
*
* 39 97/01/07 13:12 Speter
* Made all CRenderTypes use rptr<>. Updated for new rptr_new.
*
* 37 12/30/96 6:33p Mlange
* Updated for changes to the base library.
*
* 36 10/28/96 7:14p Pkeet
* Removed the global light list.
*
* 35 10/24/96 6:35p Pkeet
* Removed the base world object.
*
* 34 96/10/22 11:11 Speter
* Changed CEntity to CPresence in appropriate contexts.
*
* 33 96/10/04 18:51 Speter
* Changed SMesh to CMesh, like it's sposta be.
*
* 32 96/10/04 18:09 Speter
* Updated for new CMesh structure.
* Removed surface info in CEntityTest, and LoadTexture function. Meshes can now be constructed
* directly with surface info.
*
* 31 96/09/25 19:50 Speter
* The Big Change.
* In transforms, replaced TReal with TR, TDefReal with TReal.
* Replaced all references to transform templates that have <TObjReal> with <>.
* Replaced TObjReal with TReal, and "or" prefix with "r".
* Replaced CObjPoint, CObjNormal, and CObjPlacement with equivalent transform types, and
* prefixes likewise.
* Removed some unnecessary casts to TReal.
* Finally, replaced VER_GENERAL_DEBUG_ASSERTS with VER_DEBUG.
*
* 30 96/09/23 17:04 Speter
* Moved calculation of average pixel value from here to Texture.hpp.
*
* 29 96/09/18 19:43 Speter
* Replaced the infamous cone data with a class that constructs one dynamically, with settable
* number of sides. Looks much better with 16 sides.
*
* 28 96/09/18 14:52 Speter
* Updated constructors and initialisers for new CRPtr<>.
*
* 27 96/09/16 15:32 Speter
* Fixed for CRefPtr<CTexture>.
*
* 26 8/23/96 10:38a Gstull
* Changed prasvReadBMP() back to prasReadBMP(). Now creates a CRasterVid only if D3D support
* exists.
*
* 25 96/08/21 18:59 Speter
* Replaced d3ZAxis with CDir3('z').
*
* 24 96/08/19 13:09 Speter
* Changed deformed cone back to simpler, yet still wrong, version, with no degenerate
* triangles.
*
* 23 96/08/15 20:55 Speter
* Added cool new textures.
* Fixed texture coordinates to include entire texture.
*
* 22 96/08/15 19:01 Speter
* Now call new prasvReadBMP function.
* Lock() and Unlock() before reading texture.
*
* 21 96/08/06 18:25 Speter
* Changes for hierarchical Entities. Now all objects defined in hierarchy. A single top-level
* entity defines objects in scene.
*
* 20 96/07/29 11:30 Speter
* Changed cone back to a cone, changed texture maps.
*
* 19 7/26/96 6:37p Mlange
* Updated for CMeshTriangle name change. Now performs CMesh::SetSurfaceAll here.
*
* 18 7/25/96 4:33p Mlange
* Updated for CObjPoint name change.
*
* 17 96/07/25 15:15 Speter
*
* 16 96/07/23 16:32 Speter
* Made LoadTexture choose a pix_solid value that is really the average colour.
*
* 15 96/07/22 15:51 Speter
* Changes for new render object format:
* Added CEntityTest class, which has additional information for test program.
* Added Lights.
* Added a Cone object.
*
* 14 7/18/96 6:59p Mlange
* Updated for CVertex to CPoint name change.
*
* 13 7/11/96 5:59p Mlange
* Updated for changes to object definition.
*
* 12 7/10/96 12:42p Mlange
* Updated for changes to the object definitions.
*
* 11 7/08/96 8:47p Mlange
* Modified single polygon object.
*
* 10 6/28/96 3:15p Mlange
* Added a single polygon mesh definition.
*
* 9 6/26/96 12:30p Mlange
* Updated for changes to 3d object definitions.
*
* 8 96/06/18 10:07a Mlange
* Updated for changes to 3d object definitions.
*
* 7 6-06-96 11:41a Mlange
* Updated for change in coordinate system.
*
* 6 5-06-96 1:10p Mlange
* Updated cube for changes in object definition.
*
* 5 5-06-96 12:02p Mlange
* Updated pyramid definition for changes in object data structure. Commented out cube
* definition.
*
* 4 31-05-96 10:10p Mlange
* Added pyramid object.
*
* 3 29-05-96 5:44p Mlange
* Offsets are now defined by the size of SRenderCoord.
*
* 2 29-05-96 4:58p Mlange
* Corrected plane equation definitions.
*
* 1 28-05-96 8:23p Mlange
* Simple 3d object definitions for debugging.
*
**********************************************************************************************/
#include "GblInc/Common.hpp"
#include "Test3DObjs.hpp"
#include "Lib/View/RasterVid.hpp"
//**********************************************************************************************
const CTexCoord tc0(0.0f, 0.0f),
tc1(0.0f, 1.0f),
tc2(1.0f, 0.0f),
tc3(1.0f, 1.0f),
tcmid(0.50f, 0.50f);
//**********************************************************************************************
CVector3<> av3Cube[] =
{
CVector3<>( 1.0f, -1.0f, 1.0f),
CVector3<>(-1.0f, -1.0f, 1.0f),
CVector3<>(-1.0f, -1.0f, -1.0f),
CVector3<>( 1.0f, -1.0f, -1.0f),
CVector3<>( 1.0f, 1.0f, 1.0f),
CVector3<>( 1.0f, 1.0f, -1.0f),
CVector3<>(-1.0f, 1.0f, -1.0f),
CVector3<>(-1.0f, 1.0f, 1.0f),
};
CMesh::SVertex amvCube[] =
{
CMesh::SVertex(0, tc0), CMesh::SVertex(1, tc1), CMesh::SVertex(2, tc3),
CMesh::SVertex(0, tc0), CMesh::SVertex(2, tc3), CMesh::SVertex(3, tc2),
CMesh::SVertex(0, tc0), CMesh::SVertex(3, tc1), CMesh::SVertex(5, tc3),
CMesh::SVertex(0, tc0), CMesh::SVertex(5, tc3), CMesh::SVertex(4, tc2),
CMesh::SVertex(4, tc0), CMesh::SVertex(5, tc1), CMesh::SVertex(6, tc3),
CMesh::SVertex(4, tc0), CMesh::SVertex(6, tc3), CMesh::SVertex(7, tc2),
CMesh::SVertex(2, tc0), CMesh::SVertex(1, tc1), CMesh::SVertex(7, tc3),
CMesh::SVertex(2, tc0), CMesh::SVertex(7, tc3), CMesh::SVertex(6, tc2),
CMesh::SVertex(1, tc0), CMesh::SVertex(0, tc1), CMesh::SVertex(4, tc3),
CMesh::SVertex(1, tc0), CMesh::SVertex(4, tc3), CMesh::SVertex(7, tc2),
CMesh::SVertex(3, tc0), CMesh::SVertex(2, tc1), CMesh::SVertex(6, tc3),
CMesh::SVertex(3, tc0), CMesh::SVertex(6, tc3), CMesh::SVertex(5, tc2),
};
CMesh::STriangle amtriCube[] =
{
CMesh::STriangle(0, 1, 2),
CMesh::STriangle(3, 4, 5),
CMesh::STriangle(6, 7, 8),
CMesh::STriangle(9, 10, 11),
CMesh::STriangle(12, 13, 14),
CMesh::STriangle(15, 16, 17),
CMesh::STriangle(18, 19, 20),
CMesh::STriangle(21, 22, 23),
CMesh::STriangle(24, 25, 26),
CMesh::STriangle(27, 28, 29),
CMesh::STriangle(30, 31, 32),
CMesh::STriangle(33, 34, 35)
};
CPArray< CVector3<> > pav3Cube( iNumArrayElements(av3Cube), av3Cube);
CPArray<CMesh::SVertex> pamvCube( iNumArrayElements(amvCube), amvCube);
CPArray<CMesh::STriangle> pamtriCube(iNumArrayElements(amtriCube), amtriCube);
//**********************************************************************************************
#define v2Circle(radius, angle) \
(angConeSide*angle).fCos() * radius, (angConeSide*angle).fSin() * radius
struct CMeshCone: public CMesh
{
CMeshCone(TReal r_radius, TReal r_height, uint u_sides = 16, SSurface sf = SSurface())
{
pav3Points = CPArray< CVector3<> >(u_sides + 2);
pamvVertices = CPArray<CMesh::SVertex>(3*u_sides + 1);
pamtTriangles = CPArray<CMesh::STriangle>(2*u_sides);
CAngle ang_side = d2_PI / (float)u_sides;
uint u;
//
// Fill the points.
//
// Top and bottom points.
pav3Points[0] = CVector3<>(0, 0, r_height / 2.0);
pav3Points[1] = CVector3<>(0, 0, -r_height / 2.0);
// Side points.
for (u = 0; u < u_sides; u++)
pav3Points[2 + u] = CVector3<>((ang_side*(int)u).fCos(), (ang_side*(int)u).fSin(), -r_height / 2.0);
//
// Fill the vertices.
//
// Tip top vertices.
for (u = 0; u < u_sides; u++)
pamvVertices[u] = CMesh::SVertex(0, tcmid);
// Side bottom, and bottom, vertices.
for (u = 0; u < u_sides; u++)
{
pamvVertices[u_sides + u] = pamvVertices[2*u_sides + u] = CMesh::SVertex
(
2 + u, CTexCoord
(
pav3Points[2+u].tX / 2.0f + 0.5f,
pav3Points[2+u].tY / 2.0f + 0.5f
)
);
}
// Bottom center vertex.
pamvVertices[3*u_sides] = CMesh::SVertex(1, tcmid);
//
// Fill the triangles.
//
for (u = 0; u < u_sides; u++)
{
// Sides of cone.
pamtTriangles[u] = CMesh::STriangle
(
u, u_sides + u, u_sides + (u+1) % u_sides
);
// Bottom of cone.
pamtTriangles[u_sides+u] = CMesh::STriangle
(
3*u_sides, 2*u_sides + (u+1) % u_sides, 2*u_sides + u
);
}
new(this) CMesh(pav3Points, pamvVertices, pamtTriangles, sf);
}
};
//**********************************************************************************************
CVector3<> av3Pyramid[] =
{
CVector3<>( 0.0f, 0.0f, 1.0f),
CVector3<>(-1.0f, -1.0f, -1.0f),
CVector3<>( 1.0f, -1.0f, -1.0f),
CVector3<>( 1.0f, 1.0f, -1.0f),
CVector3<>(-1.0f, 1.0f, -1.0f),
};
CMesh::SVertex amvPyramid[] =
{
CMesh::SVertex(0, tcmid), CMesh::SVertex(1, tc0), CMesh::SVertex(2, tc1),
CMesh::SVertex(0, tcmid), CMesh::SVertex(2, tc1), CMesh::SVertex(3, tc3),
CMesh::SVertex(0, tcmid), CMesh::SVertex(3, tc3), CMesh::SVertex(4, tc2),
CMesh::SVertex(0, tcmid), CMesh::SVertex(4, tc2), CMesh::SVertex(1, tc0),
CMesh::SVertex(4, tc2), CMesh::SVertex(3, tc3), CMesh::SVertex(2, tc1),
CMesh::SVertex(4, tc2), CMesh::SVertex(2, tc1), CMesh::SVertex(1, tc0),
};
CMesh::STriangle amtriPyramid[] =
{
CMesh::STriangle(0, 1, 2),
CMesh::STriangle(3, 4, 5),
CMesh::STriangle(6, 7, 8),
CMesh::STriangle(9, 10, 11),
CMesh::STriangle(12, 13, 14),
CMesh::STriangle(15, 16, 17),
};
CPArray< CVector3<> > pav3Pyramid(iNumArrayElements(av3Pyramid), av3Pyramid);
CPArray<CMesh::SVertex> pamvPyramid(iNumArrayElements(amvPyramid), amvPyramid);
CPArray<CMesh::STriangle> pamtriPyramid(iNumArrayElements(amtriPyramid), amtriPyramid);
//**********************************************************************************************
CVector3<> av3Light[] =
{
CVector3<>( 0.0f, 0.0f, 0.0f),
CVector3<>( 0.5f, 0.0f, -1.0f),
CVector3<>(-0.5f, 0.0f, -1.0f),
};
CMesh::SVertex amvLight[] =
{
CMesh::SVertex(0), CMesh::SVertex(1), CMesh::SVertex(2)
};
CMesh::STriangle amtriLight[] =
{
CMesh::STriangle(0, 1, 2),
};
CPArray< CVector3<> > pav3Light(iNumArrayElements(av3Light), av3Light);
CPArray<CMesh::SVertex> pamvLight(iNumArrayElements(amvLight), amvLight);
CPArray<CMesh::STriangle> pamtriLight(iNumArrayElements(amtriLight), amtriLight);
SMakeObjects::SMakeObjects()
{
pmshCube = rptr_new CMesh
(
pav3Cube.paDup(),
pamvCube.paDup(),
pamtriCube.paDup(),
SSurface(rptr_new CTexture(prasReadBMP("BinData/Coppeel3.bmp")), &matMATTE)
);
pettCube = new CEntityTest
(
CInstance::SInit
(
CPresence3<>(CRotate3<>(), 0.015f, CVector3<>(-0.04, 0.125, 0.0)),
rptr_cast(CRenderType, pmshCube),
0,
0,
"Cube"
)
);
pmshCone = rptr_cast(CMesh, rptr_new CMeshCone
(
1.0, 2.0, 24,
SSurface(rptr_new CTexture(prasReadBMP("BinData/Stone008.bmp")), &matMETAL)
));
pettCone = new CEntityTest
(
CInstance::SInit
(
CPresence3<>(CRotate3<>(), 0.025f, CVector3<>(0.04, 0.125, 0)),
rptr_cast(CRenderType, pmshCone),
0,
0,
"Cone"
)
);
pmshPyramid = rptr_new CMesh
(
pav3Pyramid.paDup(),
pamvPyramid.paDup(),
pamtriPyramid.paDup(),
SSurface(rptr_new CTexture(prasReadBMP("BinData/TieDye.bmp")), &matSHINY)
);
pettPyramid = new CEntityTest
(
CInstance::SInit
(
CPresence3<>(CRotate3<>(), 0.025f, CVector3<>(0, 0.125, 0)),
rptr_cast(CRenderType, pmshPyramid),
0,
0,
"Pyramid"
)
);
pmshLight = rptr_new CMesh
(
pav3Light.paDup(),
pamvLight.paDup(),
pamtriLight.paDup(),
SSurface(rptr_new CTexture(prasReadBMP("BinData/Bricks.bmp")))
);
pettLight = new CEntityTest
(
CInstance::SInit
(
CPresence3<>(CRotate3<>(d3ZAxis, CDir3<>(0, 1, -1)), 0.005),
rptr_cast(CRenderType, pmshLight),
0,
0,
"DirLight"
)
);
};