khanat-code-old/code/nel/tools/3d/ig_add/main.cpp
2017-03-15 20:43:10 +01:00

180 lines
4.3 KiB
C++

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