mirror of
https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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270 lines
7.2 KiB
Plaintext
270 lines
7.2 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 VPlace.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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-- * VPlace places selected vertices of an object at a certain height
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-- * this height is eithere determined to be the top or bottom limit of a
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-- * picked object, or it is determined from user input via a spinner control.
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-- * Road Support Added too (6/6).
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-- **********************************************************************************************
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Utility VPlace "V-Place with Roads"
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(
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local SnapObject, NewHeight, SnapTop, SnapBottom, tapeobj, terrainobj, road, loftspline;
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group "V-Place Basic Options"
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(
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Spinner SpinHeight "" range:[0,1000,0] type:#float fieldwidth:50 offset:[3,0]
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checkbutton UseSpinHeight "Lock Height:" offset:[-31,-22]
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pickbutton GetSnapObject "Pick Snap Object" width:140
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label snapOptionslabel "Snap Object Options:" align:#left
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radiobuttons HeightKeys labels:#("Top of Mesh","Bottom of Mesh", "Center of Mesh", "Mesh Pivot Point", "Avg Vert Selection Height") default:2 align:#left
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label SnapObjLabel "" align:#left
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label ht "" align:#left
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label vp "" align:#left
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pickbutton PickObject "Pick Terrain" width:135
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)
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group "V-Place Conform Tools"
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(
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label splineLabel "Conform this Spline:" align:#left
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pickbutton ChooseSpline "-" width:105 offset:[-17,0]
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Spinner SplineResolution "" range:[0,1,0] type:#integer fieldwidth:25 offset:[4,-24]
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label terrainlabel "Conform this Mesh:" align:#left
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pickbutton ChooseTerrain "-" width:110 offset:[-15,0]
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checkbutton conformSelected "Sel" offset:[57,-26]
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label roadlabel "To this Mesh:" align:#left
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pickbutton chooseRoad "-" width:140
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label blank ""
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button ConformSpline "Conform Spline" width:140
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button pave "Conform Mesh" width:140
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)
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on UseSpinHeight changed state do
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if state == on then
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(
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GetSnapObject.enabled = false
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NewHeight = SpinHeight.value
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ht.text = ("Height set at: " + NewHeight as string + "M")
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SnapObjLabel.text = ("Snap Object: none")
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SpinHeight.enabled = false
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HeightKeys.enabled = false
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) else (
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GetSnapObject.enabled = true
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SpinHeight.enabled = true
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HeightKeys.enabled = true
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)
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on SpinHeight changed state do
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(
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NewHeight = SpinHeight.value
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ht.text = ("Height set at: " + NewHeight as string + "M")
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SnapObjLabel.text = ("Snap Object: none")
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)
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on ChooseSpline picked obj do
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(
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loftSpline = obj
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ConvertToSplineShape loftspline
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if classof loftspline != splineshape then
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(
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messageBox "You must pick a collapsed spline object"
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loftSpline = undefined
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ChooseSpline.text = "Choose Spline"
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) else (
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ChooseSpline.text = loftSpline.name
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)
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)
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on GetSnapObject picked Obj do
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(
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SnapObject = obj
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SnapObjLabel.text = ("Snap Object: " + SnapObject.name)
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SnapTop = (SnapObject.max).z
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SnapBottom = (SnapObject.min).z
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SnapCenter = (SnapObject.center).z
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SnapPivot = (SnapObject.pivot).z
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if HeightKeys.state == 1 do (NewHeight = SnapTop)
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if HeightKeys.state == 2 do (NewHeight = SnapBottom)
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if HeightKeys.state == 3 do (NewHeight = SnapCenter)
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if HeightKeys.state == 4 do (NewHeight = SnapPivot)
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ht.text = ("Height set at: " + NewHeight as string + "M")
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vp.text = ""
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)
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on PickObject picked obj do
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(
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undo on
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(
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Terrain = obj
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ConvertToMesh Terrain
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VertSel = (getvertselection Terrain)
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vc = VertSel.count
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if vc == 0 do (MessageBox "No Vertices Scelected")
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if UseSpinHeight.checked == true do
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(
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NewHeight = SpinHeight.value
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SnapObjLabel.text = ("Snap Object: ignored")
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)
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if UseSpinHeight.checked == false do (if NewHeight == undefined do (NewHeight = -1.0))
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ht.text = "Height set at: " + NewHeight as string
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if HeightKeys.state == 5 do
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(
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TotalHeight = 0.0
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for i = 1 to vc do
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TotalHeight = (getvert Terrain VertSel[i]).z + TotalHeight
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NewHeight = TotalHeight / (vc as float)
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)
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for i = 1 to vc do
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(
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VertIndex = VertSel[i]
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VertPos = getvert terrain VertIndex
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SetVert Terrain VertIndex [VertPos.x, VertPos.y, NewHeight]
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)
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Update Terrain
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vp.text = (vc as string + " Vertices Translated")
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)
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)
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on getTape picked obj do
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(
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tapeobj = obj
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getTape.text = tapeobj.name
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)
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on pave pressed do
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(
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if terrainobj == undefined do
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(
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messageBox "Error!!! No Terrain Defined. Exiting..."
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Exit
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)
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if road == undefined do
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(
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messageBox "Error!!! No Road Defined. Exiting..."
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Exit
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)
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if ConformSelected.checked == true do
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(
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ProgressStart "Paving..."
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heightOffset = ((road.max).z + 1)
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VertSelArray = getvertselection terrainobj
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nv = VertSelArray.count
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if nv == 0 do (messagebox "No Vertices Selected!"; exit)
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progscale = 100.0 / nv
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r = ray [0,0,0] [0,0,-1]
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for i = 1 to nv do
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(
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vpos = getvert TerrainObj VertSelArray[i]
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r.pos = [vpos.x, vpos.y, heightOffset]
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if (ir = intersectRay road r) != undefined do
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setvert terrainObj VertSelArray[i] ir.pos
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if ProgressUpdate (i * progscale) == false then exit
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)
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ProgressEnd()
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update TerrainObj
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)
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if ConformSelected.checked == false do
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(
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ProgressStart "Paving..."
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heightOffset = ((road.max).z + 1)
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nv = terrainObj.numverts
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progscale = 100.0 / nv
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r = ray [0,0,0] [0,0,-1]
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for i = 1 to nv do
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(
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vpos = getvert TerrainObj i
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r.pos = [vpos.x, vpos.y, heightOffset]
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if (intersectRay road r) != undefined do
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setvert terrainObj i (intersectRay road r).pos
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if ProgressUpdate (i * progscale) == false then exit
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)
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ProgressEnd()
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update TerrainObj
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)
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)
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on ChooseTerrain picked obj do
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(
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terrainobj = obj
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ConvertToMesh terrainObj
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ChooseTerrain.text = terrainobj.name
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nv = getvertselection terrainobj
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if nv != 0 do (conformSelected.checked = true)
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)
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on ChooseRoad picked obj do
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(
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road = obj
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ConvertToMesh road
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ChooseRoad.text = road.name
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)
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on ConformSpline pressed do
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(
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if road == undefined do
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(
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messageBox "Error!!! No Terrain Defined. Exiting..."
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Exit
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)
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if loftspline == undefined do
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(
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messageBox "Error!!! No Spline Defined. Exiting..."
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Exit
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)
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ProgressStart "Conforming..."
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ConVertToSplineShape loftspline
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SplineRez = SplineResolution.value
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ns = loftspline.numsplines
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for i = 1 to ns do
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(
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Cnt = 0
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if SplineRez == 0 do (Exit)
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NumSegs = numsegments loftspline i
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for j = 1 to NumSegs do
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(
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for k = 1 to SplineRez do
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(
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SegmantParam = (1.0 / (SplineRez + 1.0)) * k
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refineSegment loftspline i (j + Cnt) SegmantParam
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Cnt = Cnt + 1
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)
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)
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)
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progscale = 100.0 / ns
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r = ray [0,0,0] [0,0,-1]
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HeightOffset = (road.max).z + 1
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for i = 1 to ns do
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(
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nk = numknots loftspline i
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for j = 1 to nk do
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(
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-- SetKnotType loftspline i j #smooth
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kpos = getknotpoint loftspline i j
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r.pos = [kpos.x, kpos.y, HeightOffset]
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if (ir = intersectRay road r) != undefined then
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(
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setknotpoint loftspline i j ir.pos
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) else (
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format "Knot % returned Undefined intersection\n" j
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)
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if ProgressUpdate (i * progscale) == false then exit
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)
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)
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ProgressEnd()
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updateshape loftspline
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)
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)
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