mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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180 lines
4.3 KiB
C++
180 lines
4.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <iostream>
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#include <vector>
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#include "nel/misc/file.h"
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#include "nel/3d/scene_group.h"
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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// ***************************************************************************
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CInstanceGroup* LoadInstanceGroup (const char* sFilename)
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{
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CIFile file;
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CInstanceGroup *newIG = new CInstanceGroup;
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if( file.open( sFilename ) )
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{
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try
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{
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newIG->serial (file);
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}
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catch (const Exception &)
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{
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delete newIG;
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return NULL;
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}
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}
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else
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{
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delete newIG;
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return NULL;
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}
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return newIG;
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}
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// ***************************************************************************
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bool SaveInstanceGroup (const char* sFilename, CInstanceGroup *pIG)
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{
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COFile file;
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if( file.open( sFilename ) )
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{
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try
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{
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pIG->serial (file);
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}
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catch (const Exception &)
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{
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return false;
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}
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}
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else
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{
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return false;
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}
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return true;
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}
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// ***************************************************************************
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int main(int nNbArg, char**ppArgs)
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{
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if (nNbArg != 4)
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{
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// Display help information
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cout << "USAGE : ig_add out in1 in2" << endl;
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cout << "Make out = in1 + in2 (out, in1 and in2 are *.IG files" << endl;
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return 1;
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}
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// Load in1 and in2
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// ****************
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CInstanceGroup *pIG1 = LoadInstanceGroup (ppArgs[2]);
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if (pIG1 == NULL)
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{
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cerr << "File " << ppArgs[2] << " not found" << endl;
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return -1;
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}
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CInstanceGroup *pIG2 = LoadInstanceGroup (ppArgs[3]);
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if (pIG2 == NULL)
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{
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cerr << "File " << ppArgs[3] << " not found" << endl;
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delete pIG1;
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return -1;
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}
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// Add in1 and in2
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// ***************
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CInstanceGroup *pIGout = new CInstanceGroup;
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CVector vGP1, vGP2, vGPout;
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CInstanceGroup::TInstanceArray IA1, IA2, IAout;
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vector<CCluster> Clusters1, Clusters2, Clustersout;
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vector<CPortal> Portals1, Portals2, Portalsout;
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vector<CPointLightNamed> PLN1, PLN2, PLNout;
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pIG1->retrieve (vGP1, IA1, Clusters1, Portals1, PLN1);
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pIG2->retrieve (vGP2, IA2, Clusters2, Portals2, PLN2);
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uint32 i;
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// -----------------------------------------------------------------------
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vGPout = (vGP1+vGP2) / 2.0f;
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// -----------------------------------------------------------------------
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for (i = 0; i < IA1.size(); ++i)
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{
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CInstanceGroup::CInstance iTmp = IA1[i];
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iTmp.Pos += (vGP1 - vGPout);
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IAout.push_back(iTmp);
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}
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for (i = 0; i < IA2.size(); ++i)
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{
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CInstanceGroup::CInstance iTmp = IA2[i];
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iTmp.Pos += (vGP2 - vGPout);
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IAout.push_back(iTmp);
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}
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// -----------------------------------------------------------------------
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Clustersout = Clusters1;
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for (i = 0; i < Clusters2.size(); ++i)
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Clustersout.push_back(Clusters2[i]);
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// -----------------------------------------------------------------------
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Portalsout = Portals1;
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for (i = 0; i < Portals2.size(); ++i)
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Portalsout.push_back(Portals2[i]);
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// -----------------------------------------------------------------------
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PLNout = PLN1;
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for (i = 0; i < PLN2.size(); ++i)
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PLNout.push_back(PLN2[i]);
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pIGout->build (vGPout, IAout, Clustersout, Portalsout, PLNout);
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// Save out
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// ********
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if (!SaveInstanceGroup (ppArgs[1], pIGout))
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{
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cerr << "Cannot save to file " << ppArgs[1] << endl;
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// Delete the ig
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delete pIG1;
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delete pIG2;
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delete pIGout;
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return -1;
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}
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// Delete the ig
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delete pIG1;
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delete pIG2;
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delete pIGout;
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return 1;
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}
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// NOTES : For the moment the behaviour of the build with cluster system is
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// strange because the instance of the instance group are not relinked to
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// all the clusters... But this is not a big deal because we just want to
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// add group of instances without any cluster system
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