PrimeWorldEditor/Resource/CGameArea.cpp

185 lines
4.4 KiB
C++
Raw Normal View History

#include "CGameArea.h"
#include <Core/CRenderer.h>
CGameArea::CGameArea() : CResource()
{
mVertexCount = 0;
mTriangleCount = 0;
mTerrainMerged = false;
mMaterialSet = nullptr;
mpGeneratorLayer = nullptr;
mCollision = nullptr;
}
CGameArea::~CGameArea()
{
ClearTerrain();
delete mCollision;
delete mpGeneratorLayer;
for (u32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
for (u32 lyr = 0; lyr < mLightLayers.size(); lyr++)
for (u32 lit = 0; lit < mLightLayers[lyr].size(); lit++)
delete mLightLayers[lyr][lit];
}
EResType CGameArea::Type()
{
return eArea;
}
void CGameArea::AddWorldModel(CModel *mdl)
{
mTerrainModels.push_back(mdl);
mVertexCount += mdl->GetVertexCount();
mTriangleCount += mdl->GetTriangleCount();
mAABox.ExpandBounds(mdl->AABox());
}
void CGameArea::MergeTerrain()
{
if (mTerrainMerged) return;
// Nothing really complicated here - iterate through every terrain submesh, add each to a static model
for (u32 iMdl = 0; iMdl < mTerrainModels.size(); iMdl++)
{
CModel *pMdl = mTerrainModels[iMdl];
u32 SubmeshCount = pMdl->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
{
SSurface *pSurf = pMdl->GetSurface(iSurf);
CMaterial *pMat = mMaterialSet->MaterialByIndex(pSurf->MaterialID);
bool newMat = true;
for (std::vector<CStaticModel*>::iterator it = mStaticTerrainModels.begin(); it != mStaticTerrainModels.end(); it++)
{
if ((*it)->GetMaterial() == pMat)
{
// When we append a new submesh to an existing static model, we bump it to the back of the vector.
// This is because mesh ordering actually matters sometimes
// (particularly with multi-layered transparent meshes)
// so we need to at least try to maintain it.
// This is maybe not the most efficient way to do this, but it works.
CStaticModel *pStatic = *it;
pStatic->AddSurface(pSurf);
mStaticTerrainModels.erase(it);
mStaticTerrainModels.push_back(pStatic);
newMat = false;
break;
}
}
if (newMat)
{
CStaticModel *pStatic = new CStaticModel(pMat);
pStatic->AddSurface(pSurf);
mStaticTerrainModels.push_back(pStatic);
}
}
}
}
void CGameArea::ClearTerrain()
{
for (u32 t = 0; t < mTerrainModels.size(); t++)
delete mTerrainModels[t];
mTerrainModels.clear();
for (u32 s = 0; s < mStaticTerrainModels.size(); s++)
delete mStaticTerrainModels[s];
mStaticTerrainModels.clear();
if (mMaterialSet) delete mMaterialSet;
mVertexCount = 0;
mTriangleCount = 0;
mTerrainMerged = false;
mAABox = CAABox::skInfinite;
}
void CGameArea::ClearScriptLayers()
{
for (auto it = mScriptLayers.begin(); it != mScriptLayers.end(); it++)
delete *it;
mScriptLayers.clear();
delete mpGeneratorLayer;
mpGeneratorLayer = nullptr;
}
CTransform4f CGameArea::GetTransform()
{
return mTransform;
}
u32 CGameArea::GetTerrainModelCount()
{
return mTerrainModels.size();
}
u32 CGameArea::GetStaticModelCount()
{
return mStaticTerrainModels.size();
}
CModel* CGameArea::GetTerrainModel(u32 mdl)
{
return mTerrainModels[mdl];
}
CStaticModel* CGameArea::GetStaticModel(u32 mdl)
{
return mStaticTerrainModels[mdl];
}
CCollisionMeshGroup* CGameArea::GetCollision()
{
return mCollision;
}
u32 CGameArea::GetScriptLayerCount()
{
return mScriptLayers.size();
}
CScriptLayer* CGameArea::GetScriptLayer(u32 index)
{
return mScriptLayers[index];
}
CScriptLayer* CGameArea::GetGeneratorLayer()
{
return mpGeneratorLayer;
}
CScriptObject* CGameArea::GetInstanceByID(u32 InstanceID)
{
auto it = mObjectMap.find(InstanceID);
if (it != mObjectMap.end()) return it->second;
else return nullptr;
}
u32 CGameArea::GetLightLayerCount()
{
return mLightLayers.size();
}
u32 CGameArea::GetLightCount(u32 layer)
{
if (mLightLayers.empty()) return 0;
return mLightLayers[layer].size();
}
CLight* CGameArea::GetLight(u32 layer, u32 light)
{
return mLightLayers[layer][light];
}
CAABox CGameArea::AABox()
{
return mAABox;
}