trpage_compat.cpp
来自「最新osg包」· C++ 代码 · 共 296 行
CPP
296 行
/* ************************ Copyright Terrain Experts Inc. Terrain Experts Inc (TERREX) reserves all rights to this source code unless otherwise specified in writing by the President of TERREX. This copyright may be updated in the future, in which case that version supercedes this one. ------------------- Terrex Experts Inc. 4400 East Broadway #314 Tucson, AZ 85711 info@terrex.com Tel: (520) 323-7990 ************************ */#include <stdlib.h>#include <stdio.h>#include <string.h>/* trpage_compat.cpp This file and the accompanying trpage_compat.h contain objects and procedures used to maintain compatibility between versions of TerraPage. In particular, the ability to read older versions of TerraPage and newer applications. */#include <trpage_geom.h>#include <trpage_read.h>#include <trpage_compat.h>/* Old short Material definition from 1.0. {secret}*/class trpgShortMaterial {public: // Full trpgMaterial definition this one is based on int baseMat; // Currently the only thing a short material overrides is texture std::vector<int> texids;};trpgMatTable1_0::trpgMatTable1_0(const trpgMatTable &inTbl){ *((trpgMatTable *)this) = inTbl;}bool trpgMatTable1_0::Read(trpgReadBuffer &buf){ trpgMaterial mat; trpgToken matTok; int32 len; bool status; unsigned int i,j,k; std::vector<trpgShortMaterial> shortTable; std::vector<trpgMaterial> baseMats; try { buf.Get(numTable); buf.Get(numMat); if (numTable <= 0 || numMat < 0) throw 1; // Short material tables are always full size shortTable.resize(numTable*numMat); // Look for short material table buf.GetToken(matTok,len); if (matTok == TRPGSHORTMATTABLE) { int32 numTex,texId; buf.PushLimit(len); for (i=0;i<(unsigned int)numTable;i++) for (j=0;j<(unsigned int)numMat;j++) { trpgShortMaterial &smat = shortTable[i*numMat+j]; buf.Get(smat.baseMat); buf.Get(numTex); for (k=0;k<(unsigned int)numTex;k++) { buf.Get(texId); smat.texids.push_back(texId); } } buf.PopLimit(); // Now read the base materials int32 numBaseMat; buf.Get(numBaseMat); if (numBaseMat < 0) throw 1; baseMats.resize(numBaseMat); for (i=0;i<(unsigned int)numBaseMat;i++) { buf.GetToken(matTok,len); if (matTok != TRPGMATERIAL) throw 1; buf.PushLimit(len); mat.Reset(); status = mat.Read(buf); buf.PopLimit(); if (!status) throw 1; baseMats[i] = mat; } } } catch (...) { return false; } // Now convert to the new style material table for (i=0;i<shortTable.size();i++) { trpgShortMaterial &shortMat = shortTable[i]; trpgMaterial &baseMat = baseMats[shortMat.baseMat]; AddMaterial(baseMat,false); trpgMaterial newMat = baseMat; newMat.SetNumTexture(shortMat.texids.size()); for (j=0;j<shortMat.texids.size();j++) { int texId; trpgTextureEnv texEnv; baseMat.GetTexture(j,texId,texEnv); newMat.SetTexture(j,shortMat.texids[j],texEnv); } } valid = true; return true;}bool trpgMatTable1_0::Write(trpgWriteBuffer &buf){ if (!isValid()) return false; // Create one short material for every material std::vector<trpgShortMaterial> shortMats; shortMats.resize(numTable*numMat); // Iterate over the existing materials int i=0; MaterialMapType::iterator itr = materialMap.begin(); for ( ; itr != materialMap.end( ); itr++) { //for (i=0;i<numTable*numMat;i++) { trpgMaterial &mat = itr->second; //matTables[i]; // Fill in the short material trpgShortMaterial &sMat = shortMats[i]; sMat.baseMat = 0; int numTex; mat.GetNumTexture(numTex); for (int j=0;j<numTex;j++) { int texId; trpgTextureEnv texEnv; mat.GetTexture(j,texId,texEnv); sMat.texids.push_back(texId); sMat.baseMat = i; } i++; } // Write the 1.0 material table buf.Begin(TRPGMATTABLE2); buf.Add(numTable); buf.Add(numMat); // Write the short materials buf.Begin(TRPGSHORTMATTABLE); for (i=0;i<static_cast<int>(shortMats.size());i++) { trpgShortMaterial &sMat = shortMats[i]; buf.Add(sMat.baseMat); buf.Add((int)(sMat.texids.size())); unsigned int j; for (j=0;j<sMat.texids.size();j++) buf.Add(sMat.texids[j]); } buf.End(); // Write the regular materials buf.Add((int)materialMap.size());//numTable*numMat); //for (i=0;i<numTable*numMat;i++) { itr = materialMap.begin(); for ( ; itr != materialMap.end( ); itr++) { trpgMaterial &mat = itr->second; //matTables[i]; // This will be bigger than the old 1.0 material, but it doesn't matter since // the new stuff is on the end. mat.Write(buf); } // Close Mat Table buf.End(); return true;}trpgTexture1_0 trpgTexture1_0::operator = (const trpgTexture &inTex){ *((trpgTexture *)this) = inTex; return *this;}bool trpgTexture1_0::Read(trpgReadBuffer &buf){ mode = External; try { char texName[1024]; buf.Get(texName,1023); SetName(texName); buf.Get(useCount); } catch (...) { return false; } return true;}bool trpgTexture1_0::Write(trpgWriteBuffer &buf){ // Can only deal with external textures in 1.0 if (mode != External) return false; // Write the name and use count buf.Add(name); buf.Add(useCount); return true;}trpgTexTable1_0::trpgTexTable1_0(const trpgTexTable &inTbl){ *((trpgTexTable *)this) = inTbl;}bool trpgTexTable1_0::Read(trpgReadBuffer &buf){ int32 numTex; try { buf.Get(numTex); //texList.resize(numTex); for (int i=0;i<numTex;i++) { trpgTexture1_0 tex1_0; tex1_0.Read(buf); AddTexture(tex1_0); //texList[i] = tex1_0; } } catch (...) { return false; } valid = true; return true;}bool trpgTexTable1_0::Write(trpgWriteBuffer &buf){ int32 numTex; if (!isValid()) return false; buf.Begin(TRPGTEXTABLE); numTex = textureMap.size(); buf.Add(numTex); TextureMapType::const_iterator itr = textureMap.begin(); for ( ; itr != textureMap.end( ); itr++) { trpgTexture1_0 tex1_0; tex1_0 = itr->second; if (!tex1_0.Write(buf)) return false; } buf.End(); return true;}trpgTileTable1_0::trpgTileTable1_0(const trpgTileTable& /*inTable*/){ // Nothing to copy for now}bool trpgTileTable1_0::Write(trpgWriteBuffer &buf){ try { buf.Begin(TRPGTILETABLE); buf.Add(""); buf.End(); } catch (...) { return false; } return true;}
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