mirror of
https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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336 lines
12 KiB
Plaintext
336 lines
12 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 UVTools.ms
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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 UpdateUVsByFace obj FaceArray u v TVertData TVertList =
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(
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vc = TVertData.count
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for i = 1 to vc do
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(
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local CTvert = [TVertData[i].x as float, TVertData[i].y as float, TVertData[i].z as float]
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setTvert obj TvertList[i] [CTvert.x + u, CTvert.y + v, CTvert.z]
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)
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Update obj
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)
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fn ScaleUVsByFace Cobj FaceArray u v TVertData TVertIndices =
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(
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vc = TVertData.count
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for i = 1 to vc do
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(
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local CTvert = [TVertData[i].x as float, TVertData[i].y as float, TVertData[i].z as float]
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CTvert.x = CTvert.x * u as float
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CTvert.y = CTvert.y * v as float
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setTvert Cobj TVertIndices[i] CTVert
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)
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Update Cobj
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)
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fn RotateUV obj FaceArray angle TVertArray TVertList UShift VShift =
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(
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UBase = 10000
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VBase = 10000
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UMax = -10000
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VMax = -10000
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for i = 1 to TVertArray.count do
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(
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local CTvert = TVertArray[i]
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if CTvert.x < UBase do UBase = CTvert.x
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if CTvert.y < VBase do VBase = CTvert.y
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if CTvert.x > UMax do UMax = CTvert.x
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if CTvert.y > VMax do VMax = CTvert.y
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)
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vc = TVertArray.count
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offsetX = (UBase + ((UMax - UBase) * 0.5))
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offsetY = (VBase + ((VMax - VBase) * 0.5))
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for i = 1 to vc do
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(
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CTvert = TVertArray[i]
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u = ((((CTVert.x - offsetX) * cos(angle)) - ((CTVert.y - offsetY) * sin(angle)))) + offsetX
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v = ((((CTVert.x - offsetX) * sin(angle)) + ((CTVert.y - offsetY) * cos(angle)))) + offsetY
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setTvert obj TvertList[i] [u, v, CTvert.z]
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)
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Update obj
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)
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Utility UVTools "UV Tools"
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(
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local FaceArray, TVertArray, TVertArrayA, RebuildUVs, RebuildUVsR, RebuildUVsS, CObj, OldU, OldV, NewNumU, NewNumV, OriginalTVertArray, NewScaleU, NewScaleV, TVertIndices, TVertData
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label ObjectLabel "Object:" align:#left
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pickbutton PickObject "" width:100 offset:[3,-20] align:#right
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radiobuttons FacesGroup labels:#("All Faces", "Face Selection")
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group ""
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(
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spinner ShiftU "Shift u:" range:[-100,100,0] type:#float offset:[0,0] fieldwidth:45 enabled:false
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spinner ShiftV "Shift v" range:[-100,100,0] type:#float fieldwidth:45 enabled:false
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Spinner RotateUVs "Rotation:" range:[-1800,1800,0] enabled:false fieldwidth:45
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spinner ScaleU "Scale u: " range:[0.01,1000,100] enabled:false fieldwidth:45
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spinner ScaleV "Scale v: " range:[0.01,1000,100] enabled:false fieldwidth:45
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checkbox LockScale "Lock Scale" align:#right enabled:false checked:true
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)
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on facesGroup changed state do
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(
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RebuildUVs = true
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RebuildUVsR = true
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RebuildUVsS = true
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RotateUVs.value = 0
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ScaleU.value = ScaleV.value = 100
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)
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-- ***************************************************************************************************
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on PickObject picked obj do
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(
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CObj = obj
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ConvertToMesh CObj
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PickObject.text = obj.name
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vertexArray = TVertArrayA = #()
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if FacesGroup.state == 1 then
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(
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fc = CObj.numfaces
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FaceArray = for i = 1 to fc collect i
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) else (
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FaceArray = getFaceSelection CObj
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fc = FaceArray.count
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)
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-- build a list of the texture vertices
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for i = 1 to fc do
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(
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CFace = getTVFace CObj FaceArray[i] -- returns a point3 of Texture Verts
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if finditem TVertArrayA Cface.x == 0 do (append TVertArrayA Cface.x)
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if finditem TVertArrayA Cface.y == 0 do (append TVertArrayA Cface.y)
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if finditem TVertArrayA Cface.z == 0 do (append TVertArrayA Cface.z)
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)
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TVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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OriginalTVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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ShiftU.value = ShiftV.value = 0.0
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NewScaleU = NewScaleV = NewNumU = NewNumV = 0
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ScaleU.value = ScaleV.value = 100
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RebuildUVs = true
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RebuildUVsR = true
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RebuildUVsS = true
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ShiftU.enabled = ShiftV.enabled = RotateUVs.enabled = ScaleU.enabled = ScaleV.enabled = LockScale.enabled = true
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)
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-- ***************************************************************************************************
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-- * Shifting UVs
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-- ***************************************************************************************************
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on ShiftU changed state do
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(
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if CObj != undefined then
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(
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NewNumU = ShiftU.value
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if RebuildUVs == true do
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(
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vertexArray = TVertArrayA = #()
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if FacesGroup.state == 1 then
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(
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fc = CObj.numfaces
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FaceArray = for i = 1 to fc collect i
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) else (
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FaceArray = getFaceSelection CObj
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fc = FaceArray.count
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)
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-- build a list of the texture vertices
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for i = 1 to fc do
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(
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CFace = getTVFace CObj FaceArray[i] -- returns a point3 of Texture Verts
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if finditem TVertArrayA Cface.x == 0 do (append TVertArrayA Cface.x)
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if finditem TVertArrayA Cface.y == 0 do (append TVertArrayA Cface.y)
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if finditem TVertArrayA Cface.z == 0 do (append TVertArrayA Cface.z)
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)
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TVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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OriginalTVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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RebuildUVs = false
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)
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UpdateUVsByFace CObj FaceArray -NewNumU ShiftV.value TVertArray TVertArrayA
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RotateUVs.value = 0
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ScaleU.value = ScaleV.value = 100
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RebuildUVsR = true
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RebuildUVsS = true
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) else (
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MessageBox "No object defined"
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ShiftU.enabled = ShiftV.enabled = RotateUVs.enabled = ScaleU.enabled = ScaleV.enabled = LockScale.enabled = false
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)
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)
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on ShiftV changed state do
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(
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if CObj != undefined then
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(
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NewNumV = ShiftV.value
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if RebuildUVs == true do
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(
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vertexArray = TVertArrayA = #()
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if FacesGroup.state == 1 then
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(
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fc = CObj.numfaces
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FaceArray = for i = 1 to fc collect i
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) else (
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FaceArray = getFaceSelection CObj
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fc = FaceArray.count
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)
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-- build a list of the texture vertices
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for i = 1 to fc do
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(
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CFace = getTVFace CObj FaceArray[i] -- returns a point3 of Texture Verts
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if finditem TVertArrayA Cface.x == 0 do (append TVertArrayA Cface.x)
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if finditem TVertArrayA Cface.y == 0 do (append TVertArrayA Cface.y)
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if finditem TVertArrayA Cface.z == 0 do (append TVertArrayA Cface.z)
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)
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TVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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OriginalTVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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RebuildUVs = false
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)
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UpdateUVsByFace CObj FaceArray -ShiftU.value NewNumV TVertArray TVertArrayA
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RotateUVs.value = 0
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ScaleU.value = ScaleV.value = 100
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RebuildUVsR = true
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RebuildUVsS = true
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) else (
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MessageBox "No object defined"
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ShiftU.enabled = ShiftV.enabled = RotateUVs.enabled = ScaleU.enabled = ScaleV.enabled = LockScale.enabled = false
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)
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)
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-- ***************************************************************************************************
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-- * Rotating UVs
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-- ***************************************************************************************************
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on RotateUVs changed state do
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(
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if CObj != undefined then
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(
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if RebuildUVsR == true do
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(
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format "Rebuilding Rotation UV's\n"
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vertexArray = TVertArrayA = #()
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if FacesGroup.state == 1 then
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(
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fc = CObj.numfaces
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FaceArray = for i = 1 to fc collect i
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) else (
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FaceArray = getFaceSelection CObj
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fc = FaceArray.count
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)
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-- build a list of the texture vertices
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for i = 1 to fc do
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(
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CFace = getTVFace CObj FaceArray[i] -- returns a point3 of Texture Verts
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if finditem TVertArrayA Cface.x == 0 do (append TVertArrayA Cface.x)
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if finditem TVertArrayA Cface.y == 0 do (append TVertArrayA Cface.y)
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if finditem TVertArrayA Cface.z == 0 do (append TVertArrayA Cface.z)
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)
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TVertArray = for i = 1 to TVertArrayA.count collect (getTVert CObj TVertArrayA[i])
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)
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RebuildUVsR = false
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RebuildUVsS = true
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RebuildUVs = true
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RotateUV CObj FaceArray RotateUVs.value TVertArray TVertArrayA ShiftU.value ShiftV.value
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ScaleU.value = ScaleV.value = 100
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) else (
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MessageBox "No object defined"
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ShiftU.enabled = ShiftV.enabled = RotateUVs.enabled = ScaleU.enabled = ScaleV.enabled = LockScale.enabled = false
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)
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)
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-- ***************************************************************************************************
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-- * Scaling UVs
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-- ***************************************************************************************************
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on ScaleU changed state do
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(
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if CObj != undefined then
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(
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if LockScale.checked do
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ScaleV.value = ScaleU.value
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NewScaleU = ScaleU.value * 0.01
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NewScaleV = ScaleV.value * 0.01
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if RebuildUVsS == true do
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(
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format "Rebuilding Scale UV's\n"
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TVertIndices = #()
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if FacesGroup.state == 1 then
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(
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fc = CObj.numfaces
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FaceArray = for i = 1 to fc collect i
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) else (
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FaceArray = getFaceSelection CObj
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fc = FaceArray.count
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)
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-- build a list of the texture vertices
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for i = 1 to fc do
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(
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CFace = getTVFace CObj FaceArray[i] -- returns a point3 of Texture Verts
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if finditem TVertIndices Cface.x == 0 do (append TVertIndices Cface.x)
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if finditem TVertIndices Cface.y == 0 do (append TVertIndices Cface.y)
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if finditem TVertIndices Cface.z == 0 do (append TVertIndices Cface.z)
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)
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TVertData = for i = 1 to TVertIndices.count collect (getTVert CObj TVertIndices[i])
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RebuildUVsS = false
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)
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ScaleUVsByFace CObj FaceArray NewScaleU NewScaleV TVertData TVertIndices
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RotateUVs.value = 0
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RebuildUVsR = true
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RebuildUVs = true
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) else (
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MessageBox "No object defined"
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ShiftU.enabled = ShiftV.enabled = RotateUVs.enabled = ScaleU.enabled = ScaleV.enabled = LockScale.enabled = false
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)
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)
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on ScaleV changed state do
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(
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if CObj != undefined then
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(
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if LockScale.checked do
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ScaleU.value = ScaleV.value
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NewScaleU = ScaleU.value * 0.01
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NewScaleV = ScaleV.value * 0.01
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if RebuildUVsS == true do
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(
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format "Rebuilding Scale UV's\n"
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TVertIndices = #()
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if FacesGroup.state == 1 then
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(
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fc = CObj.numfaces
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FaceArray = for i = 1 to fc collect i
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) else (
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FaceArray = getFaceSelection CObj
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fc = FaceArray.count
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)
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-- build a list of the texture vertices
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for i = 1 to fc do
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(
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CFace = getTVFace CObj FaceArray[i] -- returns a point3 of Texture Verts
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if finditem TVertIndices Cface.x == 0 do (append TVertIndices Cface.x)
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if finditem TVertIndices Cface.y == 0 do (append TVertIndices Cface.y)
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if finditem TVertIndices Cface.z == 0 do (append TVertIndices Cface.z)
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)
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TVertData = for i = 1 to TVertIndices.count collect (getTVert CObj TVertIndices[i])
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RebuildUVsS = false
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)
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ScaleUVsByFace CObj FaceArray NewScaleU NewScaleV TVertData TVertIndices
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RotateUVs.value = 0
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RebuildUVsR = true
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RebuildUVs = true
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) else (
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MessageBox "No object defined"
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ShiftU.enabled = ShiftV.enabled = RotateUVs.enabled = ScaleU.enabled = ScaleV.enabled = LockScale.enabled = false
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)
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)
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) |