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PolygonLookup.cpp
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PolygonLookup.cpp
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//-----------------------------------------------------------------------------
// File: PolygonLookup.cpp
//
// Desc:
//
// Copyright (c) 2002 Dan
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Include
#include <windows.h>
#include <gl/glu.h>
#include <stdio.h>
#include "PolygonLookup.h"
#include "Tracer.h"
#include "main.h"
#include "PolygonManager.h"
#include "LightManager.h"
#include "Engine.h"
#include "CustomMsg.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Construction/Destruction
//-----------------------------------------------------------------------------
CPolygonLookup::CPolygonLookup()
{
TRACE_ENTER_FN( CPolygonLookup::CPolygonLookup )
Log( "CPolygonLookup::CPolygonLookup()\n" );
m_iCurrentID = 0;
m_iFaceCount = 0;
m_bFinishedNaming = true;
m_PolyLookup = NULL;
m_bNamingEnabled = true;
TRACE_LEAVE_FN()
}
CPolygonLookup::~CPolygonLookup()
{
TRACE_ENTER_FN( CPolygonLookup::~CPolygonLookup )
Log( "CPolygonLookup::~CPolygonLookup()\n" );
if( m_PolyLookup != NULL )
{
delete[] m_PolyLookup;
m_PolyLookup = NULL;
}
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: ResetLookupTable()
// Desc: Sets the initial lookup table values
//-----------------------------------------------------------------------------
void CPolygonLookup::ResetLookupTable()
{
TRACE_ENTER_FN( CPolygonLookup::ResetLookupTable )
m_iFaceCount = 0;
// If it exists (if any polygons exist then it does), delete it and set it
// to null
if( m_PolyLookup != NULL )
{
delete[] m_PolyLookup;
m_PolyLookup = NULL;
}
int iLoadedPolygons = PolygonManager->GetLoadedPolygons();
// Find out the total number of faces in the scene
for( int a = 0; a < iLoadedPolygons; a++ )
m_iFaceCount += PolygonManager->P( a )->GetLoadedFaces();
m_iFaceCount += PolygonManager->Brush()->GetLoadedFaces() + LM->GetLoadedLights() + 1;
// Because there are four windows...
m_iFaceCount *= 4;
if( GetTotalFaces() > 0 )
m_PolyLookup = new POLYLOOKUP[GetTotalFaces()];
else
{
Log( "if( GetTotalFaces() > 0 ) @ CPolygonLookup::ResetLookupTable()\n" );
TRACE_LEAVE_FN() return;
}
// Make sure it was created
if( m_PolyLookup == NULL ) {
Log( "if( m_PolyLookup == NULL ) @ CPolygonLookup::ResetLookupTable()\n" );
TRACE_LEAVE_FN() return; }
ClearLookupTable();
// Nothing selected
m_SelectedPolygon.iFace = -2;
m_SelectedPolygon.iPoly = -2;
m_SelectedPolygon.iVert = -2;
m_SelectedPolygon.iLight = -2;
m_SelectedPolygon.bBrsh = false;
m_SelectedPolygon.bVert = false;
m_SelectedPolygon.bLight = false;
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: ClearLookupTable()
// Desc: Sets the initial values for the lookup table
//-----------------------------------------------------------------------------
void CPolygonLookup::ClearLookupTable()
{
TRACE_ENTER_FN( CPolygonLookup::ClearLookupTable )
try
{
// Set all elements to unselected
for( int a = 0; a < GetTotalFaces(); a++ )
{
m_PolyLookup[a].iFace = NA;
m_PolyLookup[a].iPoly = NA;
m_PolyLookup[a].iVert = NA;
m_PolyLookup[a].iLight = NA;
m_PolyLookup[a].bBrsh = false;
m_PolyLookup[a].bVert = false;
m_PolyLookup[a].bLight = false;
}
}
catch( ... ) {
Log( "catch( ... ) @ CPolygonLookup::ClearLookupTable()\n" );
TRACE_LEAVE_FN() return; }
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: AnythingSelected()
// Desc: If anything in any view is selected, 'true' is returned
//-----------------------------------------------------------------------------
bool CPolygonLookup::AnythingSelected()
{
TRACE_ENTER_FN( CPolygonLookup::AnythingSelected )
PolygonManager->TreeSelected( true );
if( FaceSelected() || PolySelected() ||
BrushSelected() || VertSelected() ) {
TRACE_LEAVE_FN() return true; }
PolygonManager->TreeSelected( false );
TRACE_LEAVE_FN()
return false;
}
//-----------------------------------------------------------------------------
// Name: AnythingSelected()
// Desc: If anything in any view is selected, 'true' is returned
//-----------------------------------------------------------------------------
bool CPolygonLookup::PolySelected() { return ( m_SelectedPolygon.iPoly >= 0 ); }
bool CPolygonLookup::FaceSelected() { return ( m_SelectedPolygon.iFace >= 0 ); }
bool CPolygonLookup::BrushSelected() { return m_SelectedPolygon.bBrsh; }
bool CPolygonLookup::VertSelected() { return m_SelectedPolygon.bVert; }
bool CPolygonLookup::LightSelected() { return m_SelectedPolygon.bLight; }
//-----------------------------------------------------------------------------
// Name: SetSelectedPolygon()
// Desc: Given the ID of the object selected, the exact polygon and face can be
// determined and stored in the m_SelectedPolygon structure. A message is
// then posted notifying the tree that a new selection has been made.
// NOTE: This system is slightly buggy, but works 99% of the time (FIX IT)
//-----------------------------------------------------------------------------
void CPolygonLookup::SetSelectedPolygon( const int ID )
{
TRACE_ENTER_FN( CPolygonLookup::SetSelectedPolygon )
// Make sure that the ID doesn't exceed the total number of faces
if( ID > GetTotalFaces() ) {
Log( "if( TotalFaces < ID ) @ CPolygonLookup::SetSelectedPolygon\n" );
TRACE_LEAVE_FN() return; }
// Be sure that the table actually exists
if( m_PolyLookup == NULL ) {
Log( "if( m_PolyLookup == NULL ) @ CPolygonLookup::SetSelectedPolygon()\n" );
TRACE_LEAVE_FN() return; }
// Copy the element to the selection structure
m_SelectedPolygon.iPoly = m_PolyLookup[ID].iPoly;
m_SelectedPolygon.iFace = m_PolyLookup[ID].iFace;
m_SelectedPolygon.iVert = m_PolyLookup[ID].iVert;
m_SelectedPolygon.iLight = m_PolyLookup[ID].iLight;
m_SelectedPolygon.bBrsh = m_PolyLookup[ID].bBrsh;
m_SelectedPolygon.bVert = m_PolyLookup[ID].bVert;
m_SelectedPolygon.bLight = m_PolyLookup[ID].bLight;
// Print the info about the selection to the log file
LogCurrentSelection();
// Update the polygon tree if necessary
if( PolySelected() || FaceSelected() ) PM->NewTreeSelection();
if( LightSelected() ) PostMessage( EN->GetTabWnd(), CMSG_UPDATELIGHTDATA, 0, 0 );
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: ResetNaming()
// Desc:
//-----------------------------------------------------------------------------
void CPolygonLookup::ResetNaming()
{
TRACE_ENTER_FN( CPolygonLookup::ResetNaming )
if( !m_bNamingEnabled ) { TRACE_LEAVE_FN() return; }
// Start with a fresh table
ClearLookupTable();
// Start naming over
glInitNames();
glPushName( 0 );
m_iCurrentID = 1;
m_bFinishedNaming = true;
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: StartNaming()
// Desc: Begins naming for the following calls
//-----------------------------------------------------------------------------
void CPolygonLookup::StartNaming()
{
TRACE_ENTER_FN( CPolygonLookup::StartNaming )
if( !m_bNamingEnabled ) {
TRACE_LEAVE_FN() return; }
// Make sure that it has finished naming before starting a new name
if( !m_bFinishedNaming ) {
Log( "if( !m_bFinishedNaming ) @ CPolygonLookup::StartNaming()\n" );
TRACE_LEAVE_FN() return; }
// Load the name for the followinf polygons
glLoadName( m_iCurrentID );
m_bFinishedNaming = false;
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: EndNaming()
// Desc: Ends naming for the preceeding calls
//-----------------------------------------------------------------------------
void CPolygonLookup::EndNaming()
{
TRACE_ENTER_FN( CPolygonLookup::EndNaming )
if( !m_bNamingEnabled ) {
TRACE_LEAVE_FN() return; }
// Makes sure that it is still currently naming
if( m_bFinishedNaming ) {
Log( "if( !m_bFinishedNaming ) @ CPolygonLookup::EndNaming()\n" );
TRACE_LEAVE_FN() return; }
// Finished loading names for this section
glEnd();
m_bFinishedNaming = true;
// Increment the name
m_iCurrentID++;
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: Include()
// Desc:
//-----------------------------------------------------------------------------
void CPolygonLookup::Include( const int iPoly,
const int iFace,
const int iVert,
const int iLight,
const bool bVert,
const bool bBrsh,
const bool bLight)
{
TRACE_ENTER_FN( CPolygonLookup::Include )
if( !m_bNamingEnabled ) {
TRACE_LEAVE_FN() return; }
// Make sure that it wont overflow the lookup array
// (IT SHOULDNT EVER DO THAT)
if( GetCurrentIndex() > GetTotalFaces() ) {
Log( "if( m_iCurrentID > TotalFaces() ) @ CPolygonLookup::Include()\n" );
Log( "GetTotalFaces(): " ); Log( GetTotalFaces() ); Log( "\n" );
Log( "GetCurrentIndex(): " ); Log( GetCurrentIndex() ); Log( "\n" );
TRACE_LEAVE_FN() return; }
if( GetCurrentIndex() < 0 ) {
Log( "if( GetCurrentIndex() < 0 ) @ CPolygonLookup::Include()\n" );
Log( "GetCurrentIndex(): " ); Log( GetCurrentIndex() ); Log( "\n" );
TRACE_LEAVE_FN() return; }
m_PolyLookup[GetCurrentIndex()].iPoly = iPoly;
m_PolyLookup[GetCurrentIndex()].iFace = iFace;
m_PolyLookup[GetCurrentIndex()].iVert = iVert;
m_PolyLookup[GetCurrentIndex()].iLight = iLight;
m_PolyLookup[GetCurrentIndex()].bVert = bVert;
m_PolyLookup[GetCurrentIndex()].bBrsh = bBrsh;
m_PolyLookup[GetCurrentIndex()].bLight = bLight;
TRACE_LEAVE_FN()
}
//-----------------------------------------------------------------------------
// Name: LogCurrentSelection()
// Desc:
//-----------------------------------------------------------------------------
void CPolygonLookup::LogCurrentSelection()
{
/*
Log( "\n***CURRENT SELECTION***\n" );
Log( "Poly: " ); Log( m_SelectedPolygon.iPoly ); Log( "\n" );
Log( "Face: " ); Log( m_SelectedPolygon.iFace ); Log( "\n" );
Log( "Vert: " ); Log( m_SelectedPolygon.iVert ); Log( "\n" );
Log( "bBrsh: " ); Log( m_SelectedPolygon.bBrsh ); Log( "\n" );
Log( "bVert: " ); Log( m_SelectedPolygon.bVert ); Log( "\n" );
Log( "\n" );
*/
}