Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

184 lines
4.4 KiB
C++

#include "AdeptHeaders.hpp"
#include "VideoHeaders.hpp"
#include <MLR\MLRShape.hpp>
#include "Attribute.hpp"
using namespace MidLevelRenderer;
//############################################################################
//############################### SlidingShapeComponent ################################
//############################################################################
//
// Class Data Support
//
Component::ClassData*
SlidingShapeComponent::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SlidingShapeComponent::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
SlidingShapeComponentClassID,
"Adept::SlidingShapeComponent",
BaseClass::DefaultData,
0,
NULL
);
Check_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SlidingShapeComponent::TerminateClass()
{
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
SlidingShapeComponent::SlidingShapeComponent(
ClassData *class_data,
MemoryStream *stream,
VideoComponentWeb *owning_web,
Entity *watched_entity
):
ShapeComponent(
class_data,
stream,
owning_web
)
{
Check_Object(this);
//
//--------------------------------
// Find the uv transform attribute
//--------------------------------
//
int attribute_id;
*stream >> attribute_id;
m_entity = watched_entity;
Check_Object(m_entity);
m_attribute = m_entity->GetAttributeEntry(attribute_id);
Check_Object(m_attribute);
Verify(m_attribute->attributeType == AffineMatrix4DClassID);
//
//--------------
// Find the mesh
//--------------
//
ElementRenderer::Element *shape =
Cast_Object(ElementRenderer::Element*, GetElement());
MidLevelRenderer::MLRShape *mlr_shape = shape->GetMLRShape();
Check_Object(mlr_shape);
if (mlr_shape->GetNum() != 1)
STOP(("Shape must have 1 mesh!"));
MidLevelRenderer::MLRPrimitiveBase *prim = mlr_shape->Find(0);
Check_Object(prim);
//
//-----------------------
// Set up the UV pointers
//-----------------------
//
int count;
prim->GetTexCoordData(&m_originalUVs, &count);
if (!prim->dataStore)
prim->dataStore = new DataStorage;
Check_Pointer(prim->dataStore);
prim->dataStore->texCoords.SetLength (count);
m_UVs = &prim->dataStore->texCoords;
prim->SetTexCoordData(m_UVs->GetData(), count);
Check_Pointer(prim->dataStore);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SlidingShapeComponent::SkipStreamData(MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
BaseClass::SkipStreamData(stream);
int attribute_id;
*stream >> attribute_id;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
SlidingShapeComponent*
SlidingShapeComponent::Create(
MemoryStream *stream,
VideoComponentWeb *owning_web,
Entity *entity
)
{
Check_Object(stream);
Check_Object(owning_web);
Component *component = DoesComponentExist(stream, owning_web);
SlidingShapeComponent *object;
if (component)
{
object = static_cast<SlidingShapeComponent*>(component);
Check_Object(object);
object->SkipStreamData(stream);
}
else
{
object = new SlidingShapeComponent(DefaultData, stream, owning_web, entity);
Check_Object(object);
}
return object;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SlidingShapeComponent::Execute()
{
Check_Object(this);
Check_Object(m_entity);
AffineMatrix4D matrix;
m_attribute->GetValue(m_entity, &matrix);
Check_Object(&matrix);
Stuff::Scalar maxUV = MidLevelRenderer::MLRState::GetMaxUV();
for (int i=0; i<m_UVs->GetLength(); ++i)
{
Stuff::Scalar tempX = m_originalUVs[i].x*matrix(0,0) + m_originalUVs[i].y*matrix(1,0) + matrix(3,0);
Stuff::Scalar tempY = m_originalUVs[i].x*matrix(0,1) + m_originalUVs[i].y*matrix(1,1) + matrix(3,1);
if (maxUV) {
(*m_UVs)[i].x = (Stuff::Scalar)::fmod(tempX, maxUV);
(*m_UVs)[i].y = (Stuff::Scalar)::fmod(tempY, maxUV);
}
else {
(*m_UVs)[i].x = tempX;
(*m_UVs)[i].y = tempY;
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
SlidingShapeComponent::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}