PrimeWorldEditor/src/Core/Resource/Area/CGameArea.cpp

258 lines
7.7 KiB
C++

#include "CGameArea.h"
#include "Core/Resource/Script/CScriptLayer.h"
#include "Core/Render/CRenderer.h"
CGameArea::CGameArea(CResourceEntry *pEntry /*= 0*/)
: CResource(pEntry)
, mWorldIndex(-1)
, mVertexCount(0)
, mTriangleCount(0)
, mTerrainMerged(false)
, mOriginalWorldMeshCount(0)
, mUsesCompression(false)
, mpMaterialSet(nullptr)
, mpCollision(nullptr)
{
}
CGameArea::~CGameArea()
{
ClearTerrain();
for (uint32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
}
CDependencyTree* CGameArea::BuildDependencyTree() const
{
// Base dependencies
CAreaDependencyTree *pTree = new CAreaDependencyTree();
std::set<CAssetID> MatTextures;
mpMaterialSet->GetUsedTextureIDs(MatTextures);
for (auto Iter = MatTextures.begin(); Iter != MatTextures.end(); Iter++)
pTree->AddDependency(*Iter);
pTree->AddDependency(mPathID);
if (Game() >= EGame::EchoesDemo)
{
pTree->AddDependency(mPortalAreaID);
pTree->AddDependency(mpPoiToWorldMap);
}
// Extra deps
for (uint32 iDep = 0; iDep < mExtraAreaDeps.size(); iDep++)
pTree->AddDependency(mExtraAreaDeps[iDep]);
// Layer dependencies
std::vector<CAssetID> DummyDeps;
for (uint32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
{
const std::vector<CAssetID>& rkExtras = (mExtraLayerDeps.size() > iLayer ? mExtraLayerDeps[iLayer] : DummyDeps);
pTree->AddScriptLayer(mScriptLayers[iLayer], rkExtras);
}
return pTree;
}
void CGameArea::AddWorldModel(CModel *pModel)
{
mWorldModels.push_back(pModel);
mVertexCount += pModel->GetVertexCount();
mTriangleCount += pModel->GetTriangleCount();
mAABox.ExpandBounds(pModel->AABox());
}
void CGameArea::MergeTerrain()
{
if (mTerrainMerged) return;
// Nothing really complicated here - iterate through every terrain submesh, add each to a static model
for (uint32 iMdl = 0; iMdl < mWorldModels.size(); iMdl++)
{
CModel *pMdl = mWorldModels[iMdl];
uint32 SubmeshCount = pMdl->GetSurfaceCount();
for (uint32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
{
SSurface *pSurf = pMdl->GetSurface(iSurf);
CMaterial *pMat = mpMaterialSet->MaterialByIndex(pSurf->MaterialID, false);
bool NewMat = true;
for (std::vector<CStaticModel*>::iterator it = mStaticWorldModels.begin(); it != mStaticWorldModels.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);
mStaticWorldModels.erase(it);
mStaticWorldModels.push_back(pStatic);
NewMat = false;
break;
}
}
if (NewMat)
{
CStaticModel *pStatic = new CStaticModel(pMat);
pStatic->AddSurface(pSurf);
mStaticWorldModels.push_back(pStatic);
}
}
}
}
void CGameArea::ClearTerrain()
{
for (uint32 iModel = 0; iModel < mWorldModels.size(); iModel++)
delete mWorldModels[iModel];
mWorldModels.clear();
for (uint32 iStatic = 0; iStatic < mStaticWorldModels.size(); iStatic++)
delete mStaticWorldModels[iStatic];
mStaticWorldModels.clear();
if (mpMaterialSet) delete mpMaterialSet;
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();
}
uint32 CGameArea::TotalInstanceCount() const
{
uint32 Num = 0;
for (uint32 iLyr = 0; iLyr < mScriptLayers.size(); iLyr++)
Num += mScriptLayers[iLyr]->NumInstances();
return Num;
}
CScriptObject* CGameArea::InstanceByID(uint32 InstanceID)
{
auto it = mObjectMap.find(InstanceID);
if (it != mObjectMap.end()) return it->second;
else return nullptr;
}
uint32 CGameArea::FindUnusedInstanceID() const
{
uint32 InstanceID = (mWorldIndex << 16) | 1;
while (true)
{
auto it = mObjectMap.find(InstanceID);
if (it == mObjectMap.end())
break;
else
InstanceID++;
}
return InstanceID;
}
CScriptObject* CGameArea::SpawnInstance(CScriptTemplate *pTemplate,
CScriptLayer *pLayer,
const CVector3f& rkPosition /*= CVector3f::skZero*/,
const CQuaternion& rkRotation /*= CQuaternion::skIdentity*/,
const CVector3f& rkScale /*= CVector3f::skOne*/,
uint32 SuggestedID /*= -1*/,
uint32 SuggestedLayerIndex /*= -1*/ )
{
// Verify we can fit another instance in this area.
uint32 NumInstances = TotalInstanceCount();
if (NumInstances >= 0xFFFF)
{
errorf("Unable to spawn a new script instance; too many instances in area (%d)", NumInstances);
return nullptr;
}
// Check whether the suggested instance ID is valid
uint32 InstanceID = SuggestedID;
if (InstanceID != -1)
{
if (mObjectMap.find(InstanceID) == mObjectMap.end())
InstanceID = -1;
}
// If not valid (or if there's no suggested ID) then determine a new instance ID
if (InstanceID == -1)
{
// Determine layer index
uint32 LayerIndex = pLayer->AreaIndex();
if (LayerIndex == -1)
{
errorf("Unable to spawn a new script instance; invalid script layer passed in");
return nullptr;
}
// Look for a valid instance ID
InstanceID = FindUnusedInstanceID();
}
// Spawn instance
CScriptObject *pInstance = new CScriptObject(InstanceID, this, pLayer, pTemplate);
pInstance->EvaluateProperties();
pInstance->SetPosition(rkPosition);
pInstance->SetRotation(rkRotation.ToEuler());
pInstance->SetScale(rkScale);
pInstance->SetName(pTemplate->Name());
if (pTemplate->Game() < EGame::EchoesDemo) pInstance->SetActive(true);
pLayer->AddInstance(pInstance, SuggestedLayerIndex);
mObjectMap[InstanceID] = pInstance;
return pInstance;
}
void CGameArea::AddInstanceToArea(CScriptObject *pInstance)
{
// Used for undo after deleting an instance.
// In the future the script loader should go through SpawnInstance to avoid the need for this function.
mObjectMap[pInstance->InstanceID()] = pInstance;
}
void CGameArea::DeleteInstance(CScriptObject *pInstance)
{
pInstance->BreakAllLinks();
pInstance->Layer()->RemoveInstance(pInstance);
pInstance->Template()->RemoveObject(pInstance);
auto it = mObjectMap.find(pInstance->InstanceID());
if (it != mObjectMap.end()) mObjectMap.erase(it);
if (mpPoiToWorldMap && mpPoiToWorldMap->HasPoiMappings(pInstance->InstanceID()))
mpPoiToWorldMap->RemovePoi(pInstance->InstanceID());
delete pInstance;
}
void CGameArea::ClearExtraDependencies()
{
if (mExtraAreaDeps.empty() || !mExtraLayerDeps.empty())
{
mExtraAreaDeps.clear();
mExtraLayerDeps.clear();
Entry()->UpdateDependencies();
}
}