mirror of
https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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213 lines
7.5 KiB
Plaintext
213 lines
7.5 KiB
Plaintext
--**********************************************************************************************
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-- *
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-- * Copyright © DreamWorks Interactive, 1997
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-- *
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-- * Contents:
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-- * Implementation of TerrainSplitter.ms
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-- *
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-- * Bugs:
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-- *
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-- * To do:
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-- *
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-- * Notes:
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-- *
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-- **********************************************************************************************
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fn detach_selected_faces m count =
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(
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ofs = getFaceSelection m
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ofvs = for f in ofs collect getFace m f
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vmap = #()
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i = 0
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for f in ofvs do
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(if vmap[f.x] == undefined do vmap[f.x] = (i += 1)
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if vmap[f.y] == undefined do vmap[f.y] = (i += 1)
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if vmap[f.z] == undefined do vmap[f.z] = (i += 1))
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nv = #()
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for i in 1 to vmap.count do
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if vmap[i] != undefined do nv[vmap[i]] = getVert m i
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nf = for f in ofvs collect [vmap[f.x], vmap[f.y], vmap[f.z]]
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mesh name:("TerrainSection" + (count as string)) vertices:nv faces:nf
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)
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fn resettransform obj =
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(
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local otm = obj.transform
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obj.transform = matrix3 1
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local xf = xform()
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addmodifier obj xf
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xf.gizmo.transform = otm
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)
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Utility TerrainSplitter "Terrain Splitter"
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(
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local TerrainObj, TerrainObjDimX, TerrainObjDimY, TerrainObjDimZ, SplitResolution, NumBoxesX,
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NumBoxesY, NewBoxName, boxcount = 1, NewPosition, OriginOffsetx, OriginOffsety, newx, newy,
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CurrentBox, GizmoOffset, TerrainObjVol, OffsetY, OffsetX, facearray, vertarray, SelVertarray,
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m, CurrentFaceSel, Vertarrayall, taperay, SectionBox, TerrainOriginOffsetx, TerrainOriginOffsety,
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numstepsx, numstepsy, ProgScale, TerrainSections, BoundingBoxes, ZPos, DataPointCount;
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group "Detail Levels"
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(
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Label dlbtns1 "Specify Split Detail Level:" align: #Left
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radiobuttons DetailLvl_btns labels: #("32 Meters", "64 Meters", "128 Meters", "256 Meters", "512 Meters", "1024 Meters") default:2
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label labelblank1 ""
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label ExportDetail "Specify Export Detail:" align: #left
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radiobuttons ExportDetailLvl_btns labels: #("1/4 Meter", "1/2 Meter", "1 Meter", "2 Meters", "4 Meters", "8 Meters", "16 Meters", "32 Meters") default:6
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)
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group "Split and Export"
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(
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pickbutton pick_tape "Choose Tape"
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label tape_name "--none--"
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pickbutton PickSplitObject_btn "Split up Terrain"
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label terrainobjname "-- no object --"
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checkbox exportchk "Export Terrain?" checked:true
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)
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group "Export Progress"
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(
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label prog1 ""
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label prog2 ""
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)
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on pick_tape picked obj do
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(tapeobj = obj
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tape_name.text = tapeobj.name
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taperay = obj as ray
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taperay.dir = [0,0,-1]
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)
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on PickSplitObject_btn picked obj do
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(
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format "Starttime: %\n" localtime
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terrainobj = obj
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terrainobjname.text = terrainobj.name
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if exportchk.checked == true do (save_filename = getsavefilename caption:"Specify Data Dump File");
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OriginOffsetx = (TerrainObj.min).x
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OriginOffsety = (TerrainObj.min).y
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TerrainObjDimX = ((TerrainObj.max).x - (TerrainObj.min).x)
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TerrainObjDimY = ((TerrainObj.max).y - (TerrainObj.min).y)
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TerrainObjDimZ = ((TerrainObj.max).z - (TerrainObj.min).z)
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if DetailLvl_btns.state == 1 do (SplitResolution = 32)
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if DetailLvl_btns.state == 2 do (SplitResolution = 64)
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if DetailLvl_btns.state == 3 do (SplitResolution = 128)
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if DetailLvl_btns.state == 4 do (SplitResolution = 256)
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if DetailLvl_btns.state == 5 do (SplitResolution = 512)
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if DetailLvl_btns.state == 6 do (SplitResolution = 1024)
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NumBoxesX = (TerrainObjDimX / SplitResolution)
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NumBoxesY = (TerrainObjDimY / SplitResolution)
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BoxX = (TerrainObjDimX / NumBoxesX)
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BoxY = (TerrainObjDimY / NumBoxesY)
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NumBoxes = (NumBoxesX * NumBoxesY)
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newy = (OriginOffsety + (SplitResolution / 2))
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ProgressStart "Splitting up Mesh"
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Boxcountz = 0
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for j = 1 to NumBoxesY do
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(
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Newx = (OriginOffsetx + (SplitResolution / 2))
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for i = 1 to NumBoxesX do
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(
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Boxcountz = Boxcountz +1
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prog1.text = ("Box# " + Boxcountz as string + " of " + NumBoxes as string)
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if ProgressUpdate ((Boxcountz/NumBoxes) *100) == false then exit
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CurrentBox = box name: ("BoundingBox" + (Boxcountz as string)) Width:BoxX Length:BoxY Height:(2*(TerrainObjDimZ)) pos:[newx,newy,0]
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--reset transform on Current Box
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o_pos =CurrentBox.pos
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CurrentBox.pos = [0,0,0]
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resettransform CurrentBox
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CurrentBox.pos = o_pos
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ConvertToMesh CurrentBox
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-- start volume selection
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addmodifier CurrentBox (volumeSelect())
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addmodifier terrainobj (volumeSelect())
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TerrainObj.modifiers[1].level = 2
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TerrainObj.modifiers[1].type = 1
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TerrainObjVol = TerrainObj.modifiers[1]
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BoxObjVol = CurrentBox.modifiers[1]
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BoxObjVol.gizmo.pos = [0,0,0]
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CurrentBox.pivot = TerrainObj.pivot
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PivotOffset = (CurrentBox.pivot - CurrentBox.center)
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TerrainObjVol.gizmo.scale = BoxObjVol.gizmo.scale
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GizmoOffset = (TerrainObj.pos - CurrentBox.pos)
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TerrainObjVol.gizmo.pos = TerrainObj.ObjectOffsetPos * -1
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TerrainObjVol.gizmo.pos = -(PivotOffset)
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-- detach Selected Faces
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ConvertToMesh TerrainObj
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update TerrainObj
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detach_selected_faces TerrainObj Boxcountz
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newx = (newx + SplitResolution)
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setfaceselection TerrainObj #()
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update TerrainObj
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)
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newy = newy + SplitResolution
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)
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ProgressEnd()
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if exportchk.checked do
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(
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TerrainSections = for obj in $TerrainSection* collect obj
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for i in 1 to TerrainSections.count do (TerrainSections[i].pivot = TerrainSections[i].center)
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BoundingBoxes = for obj in $BoundingBox* collect obj
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if ExportDetailLvl_btns.state == 1 do (resolution = 0.25)
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if ExportDetailLvl_btns.state == 2 do (resolution = 0.5)
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if ExportDetailLvl_btns.state == 3 do (resolution = 1)
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if ExportDetailLvl_btns.state == 4 do (resolution = 2)
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if ExportDetailLvl_btns.state == 5 do (resolution = 4)
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if ExportDetailLvl_btns.state == 6 do (resolution = 8)
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if ExportDetailLvl_btns.state == 7 do (resolution = 16)
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if ExportDetailLvl_btns.state == 8 do (resolution = 32)
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numstepsx = (BoxX/resolution) as integer
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numstepsy = (BoxY/resolution) as integer
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ProgressStart "Exporting. . . "
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f = createfile save_filename
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format "%\n" (terrainobj.max.x - terrainobj.min.x) to:f
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format "%\n" (terrainobj.max.y - terrainobj.min.y) to:f
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format "%\n" (terrainobj.min).x to:f
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format "%\n" (terrainobj.min).y to:f
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format "%\n" resolution to:f
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format "%\n" ((((TerrainObjDimX / resolution)+2) * (((TerrainObjDimY / resolution))+2) as integer)) to:f
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DataPointCount = 0
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TSc = TerrainSections.count
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for i = 1 to TSc do
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(
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prog1.text = "Splitting Done"
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prog2.text = ("Section " + i as string + " of " + TSc as string)
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SectionObject = Terrainsections[i]
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taperay.pos = [(SectionObject.pos).x, (SectionObject.pos).y, 10000]
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for j = 1 to BoundingBoxes.count do (if (intersectray BoundingBoxes[j] taperay) != undefined do (SectionBox = BoundingBoxes[j]))
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TerrainOriginOffsetx = (SectionBox.min).x
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TerrainOriginOffsety = (SectionBox.min).y
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newx = TerrainOriginOffsetx
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newy = TerrainOriginOffsety
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progscale = (100.0 /numstepsx)
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for x = 0 to numstepsx do
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(
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if ProgressUpdate (x * progscale) == false then exit
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newx = TerrainOriginOffsetx + (x * resolution)
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for y = 0 to numstepsy do
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(
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newy = TerrainOriginOffsety + (y * resolution)
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taperay.pos = [(newx as float), (newy as float),10000.0]
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format "% % " newx newy to:f
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while (intersectray SectionObject TapeRay) == undefined do
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(
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taperay.pos = [(newx as float), (newy as float),10000.0]
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taperay.pos += [(random -0.1 0.1 ),(random -0.1 0.1 ), 10000.0]
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if ProgressUpdate == false then exit
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)
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ZPos = (intersectray SectionObject TapeRay);
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format "%\n" ((Zpos.pos).z) to:f
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DataPointCount = (DataPointCount +1)
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)
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)
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)
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ProgressEnd()
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close f;
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format "DataPointCount = %\n" DataPointCount
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prog2.text = "Exporting Done"
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)
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format "EndTime: %\n" localtime
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))
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