compiler/libec: (#205) Corrections to integer promotions
[sdk] / ecere / src / gfx / 3D / Object.ec
1 namespace gfx3D;
2
3 import "Display"
4
5 public enum FrustumPlacement { outside, inside, intersecting };
6
7 public class ObjectFormat
8 {
9    class_data const char * extension;
10    class_property const char * extension
11    {
12       set { class_data(extension) = value; }
13       get { return class_data(extension); }
14    }
15
16    virtual bool ::Load(Object object, const char * fileName, DisplaySystem displaySystem);
17 };
18
19 // TODO: Review these:
20 public class ObjectFlags
21 {
22 public:
23    bool root:1, viewSpace:1, ownMesh:1, translucent:1, flipWindings:1, keysLoaded:1, transform:1, mesh:1, light:1, camera:1;
24    int hierarchy:16:16;
25 };
26
27 public struct Transform
28 {
29    Vector3D position;
30    Quaternion orientation;
31    Vector3Df scaling;
32 };
33
34 /*static float ease(float t, float a, float b)
35 {
36    float k;
37    float s = a + b;
38
39    if (s == 0.0f) return t;
40    if (s > 1.0f)
41    {
42       a /= s;
43       b /= s;
44    }
45    k = 1.0f/(2.0f-a-b);
46    if (t < a) return (k/a)*t*t;
47    if (t < 1.0f - b) return k*(2.0f * t - a);
48    t = 1.0f - t;
49    return 1.0f - (k/b)*t*t;
50 }*/
51
52 public enum FrameTrackType : uint16 { position = 1, rotation, scaling, fov, roll, colorChange, morph, hotSpot, fallOff, hide };
53
54 public class FrameTrackBits
55 {
56    FrameTrackType type;
57    bool loop:1;
58 };
59
60 public struct FrameKey
61 {
62    unsigned int frame;
63    float tension, continuity, bias;
64    float easeFrom, easeTo;
65    union
66    {
67       Vector3Df position;
68       Quaternion orientation;
69       Vector3Df scaling;
70       float roll;
71       float fov;
72       ColorRGB color;
73       float hotSpot;
74       float fallOff;
75    };
76 };
77
78 enum SplinePart { splinePoint, splineA, splineB };
79
80 public class FrameTrack : struct
81 {
82    FrameTrack prev, next;
83    FrameTrackBits type;
84    unsigned int numKeys;
85    FrameKey * keys;
86
87    void Free(void)
88    {
89       delete keys;
90    }
91
92    ~FrameTrack()
93    {
94       Free();
95    }
96
97    float GetFloat(SplinePart what, unsigned int n)
98    {
99       float value;
100       FrameKey *kn_1, *kn, *kn1;
101       float pn_1, pn, pn1;
102       int d1, d2;
103
104       kn = &keys[n];
105       pn = kn->roll;
106
107       if(what == splinePoint)
108          value = pn;
109       else
110       {
111          if(n == 0)
112          {
113             kn1 = &keys[1];
114             pn1 = kn1->roll;
115
116             if(numKeys == 2)
117             {
118                value = pn1 - pn;
119                value *= 1.0f - kn->tension;
120                return value;
121             }
122             if(type.loop)
123             {
124                kn_1 = &keys[numKeys-2];
125                d1 = keys[numKeys-1].frame - kn_1->frame;
126                d2 = kn1->frame - kn->frame;
127             }
128             else
129             {
130                float a1;
131                value = pn1 - pn;
132                value *= 1.5f;
133
134                a1 = GetFloat(splineA, 1);
135                a1 *= 0.5f;
136
137                value -= a1;
138                value *= 1.0f - kn->tension;
139                return value;
140             }
141          }
142          else if(n == numKeys-1)
143          {
144             kn_1 = &keys[n-1];
145             pn_1 = kn_1->roll;
146
147             if(numKeys == 2)
148             {
149                value = pn - pn_1;
150                value *= 1.0f - kn->tension;
151                return value;
152             }
153             if(type.loop)
154             {
155                kn1 = &keys[1];
156                d1 = kn->frame - kn_1->frame;
157                d2 = kn1->frame - keys[0].frame;
158             }
159             else
160             {
161                float bn_1;
162                value = pn - pn_1;
163                value *= 1.5f;
164
165                bn_1 = GetFloat(splineB, n-1);
166                bn_1 *= 0.5f;
167
168                value -= bn_1;
169                value *= 1.0f - kn->tension;
170                return value;
171             }
172          }
173          else
174          {
175             kn_1 = &keys[n-1];
176             kn1 = &keys[n+1];
177             d1 = kn->frame - kn_1->frame;
178             d2 = kn1->frame - kn->frame;
179          }
180          {
181             float C, adjust;
182             float part1, part2;
183
184             pn_1 = kn_1->roll;
185             pn1 = kn1->roll;
186
187             if(what == splineA)
188             {
189                C = kn->continuity;
190                adjust = (float)d1;
191             }
192             else
193             {
194                C = -kn->continuity;
195                adjust = (float)d2;
196             }
197             adjust /= d1 + d2;
198             adjust = 0.5f + (1.0f - Abs(C))*(adjust - 0.5f);
199
200             part1 = pn - pn_1;
201             part1 *= (1.0f + kn->bias)*(1.0f - C);
202
203             part2 = pn1 - pn;
204             part2 *= (1.0f - kn->bias)*(1.0f + C);
205
206             value = part1 + part2;
207             value *= (1.0f - kn->tension)*adjust;
208          }
209       }
210       return value;
211    }
212
213    void GetVector(Vector3Df vector, SplinePart what, unsigned int n)
214    {
215       FrameKey *kn_1, *kn, *kn1;
216       Vector3Df *pn_1, *pn, *pn1;
217       int d1, d2;
218
219       kn = &keys[n];
220       pn = &kn->position;
221
222       if(what == splinePoint)
223          vector = *pn;
224       else
225       {
226          if(n == 0)
227          {
228             kn1 = &keys[1];
229             pn1 = &kn1->position;
230
231             if(numKeys == 2)
232             {
233                vector.Subtract(pn1, pn);
234                vector.Scale(vector, 1.0f - kn->tension);
235                return;
236             }
237             if(type.loop)
238             {
239                kn_1 = &keys[numKeys-2];
240                d1 = keys[numKeys-1].frame - kn_1->frame;
241                d2 = kn1->frame - kn->frame;
242             }
243             else
244             {
245                Vector3Df a1;
246                vector.Subtract(pn1, pn);
247                vector.Scale(vector, 1.5f);
248
249                GetVector(a1, splineA, 1);
250                a1.Scale(a1, 0.5f);
251
252                vector.Subtract(vector, a1);
253                vector.Scale(vector, 1.0f - kn->tension);
254                return;
255             }
256          }
257          else if(n == numKeys-1)
258          {
259             kn_1 = &keys[n-1];
260             pn_1 = &kn_1->position;
261
262             if(numKeys == 2)
263             {
264                vector.Subtract(pn, pn_1);
265                vector.Scale(vector, 1.0f - kn->tension);
266                return;
267             }
268             if(type.loop)
269             {
270                kn1 = &keys[1];
271                d1 = kn->frame - kn_1->frame;
272                d2 = kn1->frame - keys[0].frame;
273             }
274             else
275             {
276                Vector3Df bn_1;
277                vector.Subtract(pn, pn_1);
278                vector.Scale(vector, 1.5f);
279
280                GetVector(&bn_1, splineB, n-1);
281                bn_1.Scale(bn_1, 0.5f);
282
283                vector.Subtract(vector, bn_1);
284                vector.Scale(vector, 1.0f - kn->tension);
285                return;
286             }
287          }
288          else
289          {
290             kn_1 = &keys[n-1];
291             kn1 = &keys[n+1];
292             d1 = kn->frame - kn_1->frame;
293             d2 = kn1->frame - kn->frame;
294          }
295          {
296             float C, adjust;
297             Vector3Df part1, part2;
298
299             pn_1 = &kn_1->position;
300             pn1 = &kn1->position;
301
302             if(what == splineA)
303             {
304                C = kn->continuity;
305                adjust = (float)d1;
306             }
307             else
308             {
309                C = -kn->continuity;
310                adjust = (float)d2;
311             }
312             adjust /= d1 + d2;
313             adjust = 0.5f + (1.0f - Abs(C))*(adjust - 0.5f);
314
315             part1.Subtract(pn, pn_1);
316             part1.Scale(part1, (1.0f + kn->bias)*(1.0f - C));
317
318             part2.Subtract(pn1, pn);
319             part2.Scale(part2, (1.0f - kn->bias)*(1.0f + C));
320
321             vector.Add(part1, part2);
322             vector.Scale(vector, (1.0f - kn->tension)*adjust);
323          }
324       }
325    }
326
327    void GetQuaternion(Quaternion quat, SplinePart what, unsigned int n)
328    {
329       FrameKey *kn_1, *kn, *kn1;
330       Quaternion *qn_1, *qn, *qn1;
331       int d1, d2;
332
333       kn = &keys[n];
334       qn = &kn->orientation;
335
336       if (what == splinePoint)
337          quat = *qn;
338       else
339       {
340          if(n == 0)
341          {
342             kn1 = &keys[1];
343
344             if (!(type.loop) || numKeys <= 2)
345             {
346                qn1 = &kn1->orientation;
347                quat.Slerp(qn, qn1, (1.0f - kn->tension)*(1.0f + kn->continuity*kn->bias)/3.0f);
348                return;
349             }
350             else
351             {
352                kn_1= &keys[numKeys-2];
353                d1 = keys[numKeys-1].frame - kn_1->frame;
354                d2 = kn1->frame - kn->frame;
355             }
356          }
357          else if (n == numKeys-1)
358          {
359             kn_1 = &keys[n-1];
360
361             if (!(type.loop) || numKeys <= 2)
362             {
363                qn_1 = &kn_1->orientation;
364                quat.Slerp(qn, qn_1, (1.0f - kn->tension)*(1.0f - kn->continuity*kn->bias)/3.0f);
365                return;
366             }
367             else
368             {
369                kn1 = &keys[1];
370                d1 = kn->frame - kn_1->frame;
371                d2 = kn1->frame - keys[0].frame;
372             }
373          }
374          else
375          {
376             kn_1 = &keys[n-1];
377             kn1 = &keys[n+1];
378             d1 = kn->frame - kn_1->frame;
379             d2 = kn1->frame - kn->frame;
380          }
381          {
382             float f, adjust;
383             Quaternion g1, g2, tmp;
384
385             qn_1 = &kn_1->orientation;
386             qn1 = &kn1->orientation;
387
388             if (what == splineA)
389             {
390                f = 1.0f;
391                adjust = (float)d1;
392             }
393             else
394             {
395                f = -1.0f;
396                adjust = (float)d2;
397             }
398             adjust /= d1 + d2;
399             adjust = 0.5f + (1.0f - Abs(kn->continuity))*(adjust - 0.5f);
400
401             g1.Slerp(qn, qn_1,-(1.0f + kn->bias)/3.0f);
402             g2.Slerp(qn, qn1 , (1.0f - kn->bias)/3.0f);
403             tmp.Slerp(g1, g2, 0.5f + f*0.5f*kn->continuity);
404             quat.Slerp(qn, &tmp, f*(kn->tension - 1.0f)*adjust*2.0f);
405          }
406       }
407    }
408
409    void Interpolate(Vector3Df vector, Vector3Df prevVector, Vector3Df nextVector, int prev, int next, float t)
410    {
411       if(!t)
412          vector = prevVector;
413       else
414       {
415          Vector3Df p1 = prevVector, p2 = nextVector;
416          Vector3Df r1, r2;
417
418          GetVector(r1, splineB, prev);
419          GetVector(r2, splineA, next);
420
421          p1.Scale(p1, 2*t*t*t - 3*t*t + 1);
422          p2.Scale(p2,-2*t*t*t + 3*t*t);
423
424          r1.Scale(r1, t*t*t - 2*t*t + t);
425          r2.Scale(r2, t*t*t -   t*t);
426
427          vector = p1;
428          vector.Add(vector, r1);
429          vector.Add(vector, p2);
430          vector.Add(vector, r2);
431       }
432    }
433
434    void InterpolateQuat(Quaternion quat, Quaternion prevQuat, Quaternion nextQuat, int prev, int next, float t)
435    {
436       if(!t)
437          quat = prevQuat;
438       else
439       {
440          Quaternion a, b;
441          Quaternion q0, q1, q2;
442
443          GetQuaternion(b, splineB, prev);
444          GetQuaternion(a, splineA, next);
445
446          q0.Slerp(prevQuat, b, t);
447          q1.Slerp(b, a, t);
448          q2.Slerp(a, nextQuat, t);
449
450          q0.Slerp(q0, q1, t);
451          q1.Slerp(q1, q2, t);
452
453          quat.Slerp(q0, q1, t);
454       }
455    }
456
457    float InterpolateFloat(float prevValue, float nextValue, int prev, int next, float t)
458    {
459       float value;
460       if(!t)
461          value = prevValue;
462       else
463       {
464          float p1 = prevValue, p2 = nextValue;
465
466          float r1 = GetFloat(splineB, prev);
467          float r2 = GetFloat(splineA, next);
468
469          p1 *= 2*t*t*t - 3*t*t + 1;
470          p2 *= -2*t*t*t + 3*t*t;
471
472          r1 *= t*t*t - 2*t*t + t;
473          r2 *= t*t*t -   t*t;
474
475          value = p1 + r1 + p2 + r2;
476       }
477       return value;
478    }
479 };
480
481 static bool FindMaterialAndType(Mesh mesh, Material material, PrimitiveGroupType type)
482 {
483    PrimitiveGroup group;
484    for(group = mesh.groups.first; group; group = group.next)
485       if(group.material == material && group.type == type)
486          return true;
487    return false;
488 }
489
490 public class Object
491 {
492 public:
493    void SetMinMaxRadius(bool processMesh)
494    {
495       Object child;
496
497       if(flags.mesh && mesh)
498       {
499          if(processMesh)
500             mesh.SetMinMaxRadius();
501          min = mesh.min;
502          max = mesh.max;
503          volume = (max.x >= min.x && max.y >= min.y && max.z >= min.z);
504       }
505       else
506       {
507          min = { MAXFLOAT, MAXFLOAT, MAXFLOAT };
508          max = { -MAXFLOAT, -MAXFLOAT, -MAXFLOAT };
509          volume = false;
510       }
511       for(child = children.first; child; child = child.next)
512       {
513          child.SetMinMaxRadius(processMesh);
514
515          if(child.volume)
516          {
517             // Child Local + Child Object Transform
518             Vector3Df points[8] =
519             {
520                { child.min.x, child.min.y, child.min.z },
521                { child.min.x, child.min.y, child.max.z },
522                { child.min.x, child.max.y, child.min.z },
523                { child.min.x, child.max.y, child.max.z },
524                { child.max.x, child.min.y, child.min.z },
525                { child.max.x, child.min.y, child.max.z },
526                { child.max.x, child.max.y, child.min.z },
527                { child.max.x, child.max.y, child.max.z }
528             };
529             int c;
530             for(c = 0; c<8; c++)
531             {
532                Vector3Df point;
533                point.MultMatrix(points[c], child.localMatrix);
534
535                if(point.x < min.x) min.x = point.x;
536                if(point.y < min.y) min.y = point.y;
537                if(point.z < min.z) min.z = point.z;
538
539                if(point.x > max.x) max.x = point.x;
540                if(point.y > max.y) max.y = point.y;
541                if(point.z > max.z) max.z = point.z;
542             }
543             volume = true;
544          }
545       }
546
547       if(volume)
548       {
549          Vector3Df points[8] =
550          {
551             { min.x, min.y, min.z },
552             { min.x, min.y, max.z },
553             { min.x, max.y, min.z },
554             { min.x, max.y, max.z },
555             { max.x, min.y, min.z },
556             { max.x, min.y, max.z },
557             { max.x, max.y, min.z },
558             { max.x, max.y, max.z }
559          };
560          Vector3Df halfExtent;
561          Vector3D halfExtentd;
562
563          // Local
564          center.Add(min, max);
565          center.Scale(center, 0.5f);
566          halfExtent.Subtract(max, min);
567          halfExtent.Scale(halfExtent, 0.5f);
568          radius = halfExtent.length;
569
570          // World
571          {
572             Vector3D min { MAXFLOAT, MAXFLOAT, MAXFLOAT };
573             Vector3D max { -MAXFLOAT, -MAXFLOAT, -MAXFLOAT };
574             int c;
575             for(c = 0; c<8; c++)
576             {
577                Vector3D point;
578                point.MultMatrixf(points[c], matrix);
579
580                if(point.x < min.x) min.x = point.x;
581                if(point.y < min.y) min.y = point.y;
582                if(point.z < min.z) min.z = point.z;
583
584                if(point.x > max.x) max.x = point.x;
585                if(point.y > max.y) max.y = point.y;
586                if(point.z > max.z) max.z = point.z;
587             }
588             wmin = min;
589             wmax = max;
590          }
591          wcenter.Add(wmin, wmax);
592          wcenter.Scale(wcenter, 0.5f);
593
594          halfExtentd.Subtract(wmax, wmin);
595          halfExtentd.Scale(halfExtentd, 0.5);
596          wradius = halfExtentd.length;
597       }
598    }
599
600    void Duplicate(Object model)
601    {
602       if(model)
603       {
604          Object modelChild;
605
606          name = CopyString(model.name);
607          flags = model.flags;
608          flags.ownMesh = false;
609          mesh = model.mesh;
610          /*
611          min = model.min;
612          max = model.max;
613          radius = model.radius;
614          */
615          transform = model.transform;
616
617          for(modelChild = model.children.first; modelChild; modelChild = modelChild.next)
618          {
619             Object child { parent = this };
620             child.Duplicate(modelChild);
621             children.AddName(child);
622          }
623       }
624    }
625
626    void Free(DisplaySystem displaySystem)
627    {
628       if(this)
629       {
630          Object child;
631
632          while((child = children.first))
633          {
634             children.Remove(child);
635             child.Free(displaySystem);
636
637             // We did not do this before so as to keep transform on reloading for new DisplaySystem
638             // However since children are removed, it seems that purpose has been gone, we'd need
639             // a new mechanism to handle lost resources reloading...
640             delete child;
641          }
642          if(flags.ownMesh && mesh)
643          {
644             DisplaySystem meshDisplaySystem = mesh.displaySystem;
645             mesh.Free(0);
646             if(meshDisplaySystem)
647                meshDisplaySystem.RemoveMesh(mesh);
648             delete mesh;
649          }
650
651          tracks.Free(FrameTrack::Free);
652
653          delete name;
654       }
655    }
656
657    bool Load(const char * fileName, const char * type, DisplaySystem displaySystem)
658    {
659       char ext[MAX_EXTENSION];
660       subclass(ObjectFormat) format;
661       OldLink link;
662       bool result = false;
663
664       if(!type && fileName)
665          type = strlwr(GetExtension(fileName, ext));
666
667       for(link = class(ObjectFormat).derivatives.first; link; link = link.next)
668       {
669          format = link.data;
670          if(format.extension && !strcmp(format.extension, type))
671             break;
672       }
673       if(!link) format = null;
674
675       if(format)
676       {
677          if((format.Load(this, fileName, displaySystem)))
678             result = true;
679       }
680       /*if(!result)
681           ErrorLogCode(GERR_LOAD_OBJECT_FAILED, fileName);*/
682       return result;
683    }
684
685    void FreeMesh(DisplaySystem displaySystem)
686    {
687       if(this)
688       {
689          Object child;
690          mesh.Free(0);
691          for(child = children.first; child; child = child.next)
692             child.FreeMesh(displaySystem);
693       }
694    }
695
696    Object Find(const char * name)
697    {
698       if(this && name)
699       {
700          Object child;
701
702          if(this.name && !strcmp(this.name, name))
703             return this;
704          else
705          {
706             for(child = children.first; child; child = child.next)
707             {
708                Object result = child.Find(name);
709                if(result)
710                   return result;
711             }
712          }
713       }
714       return null;
715    }
716
717    void Initialize(void)
718    {
719       if(this)
720       {
721          transform.scaling = { 1, 1, 1 };
722          transform.orientation = { 1,0,0,0 };
723          flags.root = true;
724          flags.transform = true;
725          matrix.Identity();
726       }
727    }
728
729    Mesh InitializeMesh(DisplaySystem displaySystem)
730    {
731       if(this)
732       {
733          flags.mesh = true;
734          if(!mesh)
735          {
736             mesh = Mesh { };
737             flags.ownMesh = true;
738          }
739          if(mesh)
740          {
741             FillBytes(mesh, 0, sizeof(class Mesh));
742             displaySystem.AddMesh(mesh);
743          }
744          matrix.Identity();
745          return mesh;
746       }
747       return null;
748    }
749
750    bool AddName(Object object, const char * name)
751    {
752       bool result = false;
753       if(this)
754       {
755          char * newName = CopyString(name);
756          object.name = newName;
757          result = children.AddName(object);
758          if(result)
759             object.parent = this;
760          object.flags.transform = true;
761       }
762       return result;
763    }
764
765    // TODO: Add support to Merge Vertex Colors mesh feature
766    bool Merge(DisplaySystem displaySystem)
767    {
768       bool result = false;
769
770       if(!children.first && this.flags.ownMesh)
771          result = true;
772       else
773       {
774          Object child, nextChild;
775          int nVertices = 0;
776          MeshFeatures flags = 0;
777          Mesh objectMesh = mesh;
778          bool freeMesh = this.flags.ownMesh;
779
780          mesh = Mesh { };
781          this.flags.ownMesh = true;
782          this.flags.mesh = true;
783          displaySystem.AddMesh(mesh);
784
785          // Count total number of vertices
786          if(objectMesh)
787          {
788             flags |= objectMesh.flags;
789             nVertices += objectMesh.nVertices;
790          }
791
792          for(child = children.first; child; child = child.next)
793          {
794             child.Merge(displaySystem);
795             if(child.mesh)
796             {
797                nVertices += child.mesh.nVertices;
798                flags |= child.mesh.flags;
799             }
800          }
801
802          if(mesh.Allocate(flags, nVertices, displaySystem))
803          {
804             int c;
805             int nTriangles = 0;
806             int vertexOffset = 0;
807             PrimitiveGroup group = null;
808
809             // Merge vertices
810
811             nVertices = 0;
812             if(objectMesh)
813             {
814                for(c = 0; c<objectMesh.nVertices; c++)
815                {
816                   mesh.vertices[nVertices] = objectMesh.vertices[c];
817
818                   if(objectMesh.normals)
819                      mesh.normals[nVertices] = objectMesh.normals[c];
820                   if(objectMesh.texCoords)
821                      mesh.texCoords[nVertices] = objectMesh.texCoords[c];
822
823                   nVertices++;
824                }
825             }
826
827             for(child = children.first; child; child = child.next)
828             {
829                Matrix matrix, normalMatrix;
830
831                matrix.Identity();
832                matrix.Scale(child.transform.scaling.x, child.transform.scaling.y, child.transform.scaling.z);
833
834                matrix.Rotate(child.transform.orientation);
835
836                normalMatrix = matrix;
837
838                matrix.Translate(child.transform.position.x, child.transform.position.y, child.transform.position.z);
839                if(child.mesh)
840                {
841                   for(c = 0; c<child.mesh.nVertices; c++)
842                   {
843                      mesh.vertices[nVertices].MultMatrix(child.mesh.vertices[c], matrix);
844                      if(child.mesh.normals)
845                         mesh.normals[nVertices].MultMatrix(child.mesh.normals[c], normalMatrix);
846                      if(child.mesh.texCoords)
847                         mesh.texCoords[nVertices] = child.mesh.texCoords[c];
848                      nVertices++;
849                   }
850                }
851             }
852
853             // Merge Indexed Primitive Groups
854             while(true)
855             {
856                int nIndices = 0;
857                PrimitiveGroupType type = (PrimitiveGroupType)-1;
858                Material material = null;
859                bool foundGroup = false;
860
861                // Find first group type/material to process and determine how many indices are required
862                if(objectMesh)
863                {
864                   for(group = objectMesh.groups.first; group; group = group.next)
865                   {
866                      if(!foundGroup && !(group.type.vertexRange))
867                      {
868                         if(!FindMaterialAndType(mesh, group.material, group.type))
869                         {
870                            material = group.material;
871                            type = group.type;
872                            nIndices += group.nIndices;
873                            foundGroup = true;
874                         }
875                      }
876                      else if(material == group.material && type == group.type)
877                         nIndices += group.nIndices;
878                   }
879                }
880
881                for(child = children.first; child; child = child.next)
882                {
883                   if(child.mesh)
884                   {
885                      for(group = child.mesh.groups.first; group; group = group.next)
886                      {
887                         if(!foundGroup && !(group.type.vertexRange))
888                         {
889                            if(!FindMaterialAndType(mesh, group.material ? group.material : child.material, group.type))
890                            {
891                               material = group.material ? group.material : child.material;
892                               type = group.type;
893                               nIndices += group.nIndices;
894                               foundGroup = true;
895                            }
896                         }
897                         else if(material == (group.material ? group.material : child.material) && type == group.type)
898                            nIndices += group.nIndices;
899                      }
900                   }
901                }
902
903                // Merge with all similar groups
904                if(foundGroup)
905                {
906                   PrimitiveGroup newGroup = mesh.AddPrimitiveGroup(type, nIndices);
907                   if(newGroup)
908                   {
909                      newGroup.material = material;
910                      nIndices = 0;
911
912                      vertexOffset = 0;
913
914                      if(objectMesh)
915                      {
916                         for(group = objectMesh.groups.first; group; group = group.next)
917                         {
918                            if(newGroup.material == group.material && newGroup.type == group.type)
919                            {
920                               int c;
921                               if(group.type.indices32bit)
922                                  for(c = 0; c<group.nIndices; c++)
923                                     newGroup.indices32[nIndices++] = group.indices32[c] + vertexOffset;
924                               else
925                                  for(c = 0; c<group.nIndices; c++)
926                                     newGroup.indices[nIndices++] = (uint16)(group.indices[c] + vertexOffset);
927                            }
928                         }
929                         vertexOffset += objectMesh.nVertices;
930                      }
931
932                      for(child = children.first; child; child = child.next)
933                      {
934                         if(child.mesh)
935                         {
936                            for(group = child.mesh.groups.first; group; group = group.next)
937                            {
938                               if(newGroup.material == (group.material ? group.material : child.material) &&
939                                  newGroup.type == group.type)
940                               {
941                                  int c;
942                                  if(group.type.indices32bit)
943                                     for(c = 0; c<group.nIndices; c++)
944                                        newGroup.indices32[nIndices++] = group.indices32[c] + vertexOffset;
945                                  else
946                                     for(c = 0; c<group.nIndices; c++)
947                                        newGroup.indices[nIndices++] = (uint16)(group.indices[c] + vertexOffset);
948                               }
949                            }
950                            vertexOffset += child.mesh.nVertices;
951                         }
952                      }
953                      mesh.UnlockPrimitiveGroup(newGroup);
954                   }
955                }
956                else
957                   break;
958             }
959
960             // Merge Non-Indexed Primitive Groups
961             vertexOffset = 0;
962
963             if(objectMesh)
964             {
965                for(group = objectMesh.groups.first; group; group = group.next)
966                {
967                   if(group.type.vertexRange)
968                   {
969                      PrimitiveGroup newGroup = mesh.AddPrimitiveGroup(group.type, 0);
970                      if(newGroup)
971                      {
972                         newGroup.material = group.material;
973                         newGroup.nVertices = group.nVertices;
974                         newGroup.first = group.first + vertexOffset;
975                      }
976                   }
977                }
978                vertexOffset += objectMesh.nVertices;
979             }
980
981             for(child = children.first; child; child = child.next)
982             {
983                if(child.mesh)
984                {
985                   for(group = child.mesh.groups.first; group; group = group.next)
986                   {
987                      if(group.type.vertexRange)
988                      {
989                         PrimitiveGroup newGroup = mesh.AddPrimitiveGroup(group.type, 0);
990                         if(newGroup)
991                         {
992                            newGroup.material = group.material ? group.material : child.material;
993                            newGroup.nVertices = group.nVertices;
994                            newGroup.first = group.first + vertexOffset;
995                         }
996                      }
997                   }
998                   vertexOffset += child.mesh.nVertices;
999                }
1000             }
1001
1002             // Merge Triangles
1003             if(objectMesh)
1004                nTriangles = objectMesh.nPrimitives;
1005
1006             for(child = children.first; child; child = child.next)
1007             {
1008                if(child.mesh)
1009                   nTriangles += child.mesh.nPrimitives;
1010             }
1011             mesh.primitives = new PrimitiveSingle[nTriangles];
1012             mesh.nPrimitives = 0;
1013             vertexOffset = 0;
1014             if(objectMesh)
1015             {
1016                for(c = 0; c<objectMesh.nPrimitives; c++)
1017                {
1018                   int i;
1019                   PrimitiveSingle * triangle = &mesh.primitives[mesh.nPrimitives++];
1020
1021                   mesh.AllocatePrimitive(triangle, objectMesh.primitives[c].type, objectMesh.primitives[c].nIndices);
1022                   triangle->material = objectMesh.primitives[c].material;
1023                   triangle->middle = objectMesh.primitives[c].middle;
1024                   triangle->plane = objectMesh.primitives[c].plane;
1025
1026                   memcpy(triangle->indices, objectMesh.primitives[c].indices, objectMesh.primitives[c].nIndices * sizeof(uint16));
1027
1028                   /*
1029                   *triangle = objectMesh.primitives[c];
1030                   objectMesh.primitives[c].indices = null;
1031                   objectMesh.primitives[c].data = null;
1032                   */
1033
1034                   if(triangle->type.indices32bit)
1035                      for(i = 0; i<triangle->nIndices; i++)
1036                         triangle->indices32[i] += vertexOffset;
1037                   else
1038                      for(i = 0; i<triangle->nIndices; i++)
1039                         triangle->indices[i] += (uint16)vertexOffset;
1040                   mesh.UnlockPrimitive(triangle);
1041                }
1042                vertexOffset += objectMesh.nVertices;
1043             }
1044             for(child = children.first; child; child = child.next)
1045             {
1046                if(child.mesh)
1047                {
1048                   for(c = 0; c<child.mesh.nPrimitives; c++)
1049                   {
1050                      int i;
1051                      PrimitiveSingle * triangle = &mesh.primitives[mesh.nPrimitives++];
1052
1053                      mesh.AllocatePrimitive(triangle, child.mesh.primitives[c].type, child.mesh.primitives[c].nIndices);
1054                      triangle->material = child.mesh.primitives[c].material ? child.mesh.primitives[c].material : child.material;
1055                      triangle->middle = child.mesh.primitives[c].middle;
1056                      triangle->plane = child.mesh.primitives[c].plane;
1057                      memcpy(triangle->indices, child.mesh.primitives[c].indices, child.mesh.primitives[c].nIndices * sizeof(uint16));
1058
1059                      /*
1060                      *triangle = child.mesh.primitives[c];
1061                      child.mesh.primitives[c].indices = null;
1062                      child.mesh.primitives[c].data = null;
1063                      */
1064
1065                      if(triangle->type.indices32bit)
1066                         for(i = 0; i<triangle->nIndices; i++)
1067                            triangle->indices[i] += (uint16)vertexOffset;
1068                      else
1069                         for(i = 0; i<triangle->nIndices; i++)
1070                            triangle->indices32[i] += vertexOffset;
1071                      mesh.UnlockPrimitive(triangle);
1072                   }
1073                   vertexOffset += child.mesh.nVertices;
1074                }
1075             }
1076
1077             // Free children
1078             for(child = children.first; child; child = nextChild)
1079             {
1080                nextChild = child.next;
1081                children.Remove(child);
1082                child.Free(displaySystem);
1083             }
1084
1085             mesh.ApplyTranslucency(this);
1086             // this.flags.translucent = true;
1087
1088             result = true;
1089
1090             mesh.Unlock(flags);
1091          }
1092          if(freeMesh && objectMesh)
1093          {
1094             if(objectMesh.displaySystem)
1095                objectMesh.displaySystem.RemoveMesh(objectMesh);
1096             delete objectMesh;
1097          }
1098          SetMinMaxRadius(true);
1099       }
1100       return result;
1101    }
1102
1103    void RotateEuler(Euler rotation, Euler min, Euler max)
1104    {
1105       // WARNING: 'eulerOrientation' is only updated by this function
1106       Euler euler = eulerOrientation;//transform.orientation;
1107       euler.Add(euler, rotation);
1108
1109       if(min && max)
1110       {
1111          if(min.pitch && max.pitch)
1112             euler.pitch = Min(Max(euler.pitch, min.pitch), max.pitch);
1113          if(min.yaw && max.yaw)
1114             euler.yaw = Min(Max(euler.yaw, min.yaw), max.yaw);
1115          if(min.roll && max.roll)
1116             euler.roll = Min(Max(euler.roll, min.roll), max.roll);
1117       }
1118
1119       eulerOrientation = euler;
1120       transform.orientation = euler;
1121       UpdateTransform();
1122    }
1123
1124    void Move(Vector3D direction)
1125    {
1126       Matrix matrix;
1127       Vector3D offset;
1128
1129       matrix.RotationQuaternion(transform.orientation);
1130       offset.MultMatrix(direction, matrix);
1131       transform.position.Add(transform.position, offset);
1132       UpdateTransform();
1133    }
1134
1135    void UpdateTransform(void)
1136    {
1137       SetTransformDirty();
1138       _UpdateTransform();
1139       SetMinMaxRadius(false);
1140    }
1141
1142    void Animate(unsigned int frame)
1143    {
1144       if(this && startFrame != endFrame)
1145       {
1146          while(frame < startFrame) frame += (endFrame - startFrame + 1);
1147          while(frame > endFrame)   frame -= (endFrame - startFrame + 1);
1148
1149          this.frame = frame;
1150          _Animate(frame);
1151          _UpdateTransform();
1152          SetMinMaxRadius(false);
1153       }
1154    }
1155
1156    void DoubleSided(bool flag)
1157    {
1158       if(this)
1159       {
1160          Object child;
1161          mesh.DoubleSided(flag);
1162          for(child = children.first; child; child = child.next)
1163             child.DoubleSided(flag);
1164       }
1165    }
1166
1167    bool IntersectsGroundPolygon(int count, Pointf * pointfs)
1168    {
1169       bool result = false;
1170
1171       Pointf * p1;
1172       Pointf * p2;
1173       double minX = wmin.x, maxX = wmax.x;
1174       double minY = wmin.z, maxY = wmax.z;
1175       double delta = (maxX - minX)/2;
1176       double x = (maxX + minX)/2, y = (maxY + minY)/2;
1177       int c;
1178       for(c = 0; c<count; c++)
1179       {
1180          double d;
1181          p1 = &pointfs[c];
1182          p2 = &pointfs[(c == count-1) ? 0 : (c+1)];
1183
1184          if( (p1->x < minX) &&  (p2->x < minX) )
1185          {
1186             if((p1->y <= y) && (p2->y >  y) )
1187                result ^= true;
1188             else if( (p1->y >  y) && (p2->y <= y) )
1189                result ^= true;
1190          }
1191          else if(!((p1->x > maxX && p2->x > maxX) || (p1->y < minY && p2->y < minY) || (p1->y > maxY && p2->y > maxY)))
1192          {
1193             if(p1->y == p2->y)
1194             {
1195                d = y - p1->y;
1196                if (d < 0) d = -d;
1197                if (d < delta) return true;
1198             }
1199             else if(p1->x == p2->x)
1200             {
1201                d = x - p1->x;
1202                if(d < 0) d = -d;
1203                if(d < delta) return true;
1204                else if(p1->x > x) ;
1205                else if( (p1->y <= y) && (p2->y >  y) )
1206                   result ^= true;
1207                else if( (p1->y >  y) && (p2->y <= y) )
1208                   result ^= true;
1209             }
1210             else
1211             {
1212                float a, b, dy, dx;
1213
1214                a = p2->y - p1->y;
1215                b = p1->x - p2->x;
1216                dy =  a;
1217                dx = -b;
1218                d = a * x + b * y + (p2->x * p1->y) - (p2->y * p1->x);
1219                if (a < 0) a = -a;
1220                if (b < 0) b = -b;
1221                if (d < 0) d = -d;
1222
1223                if(d < a * delta)
1224                   return true;
1225                else if (d < b * delta)
1226                   return true;
1227                else if( ( (p1->y <= y) && (p2->y >  y) ) || ( (p1->y >  y) && (p2->y <= y) ) )
1228                {
1229                   double xdy;
1230
1231                   xdy = (dx * (y - p1->y)) + (dy * p1->x);
1232                   if(dy < 0)
1233                   {
1234                      if(xdy > x * dy)
1235                         result ^= true;
1236                   }
1237                   else if(xdy < x * dy)
1238                      result ^= true;
1239                }
1240             }
1241          }
1242       }
1243       return result;
1244    }
1245
1246    property Transform transform { set { transform = value; eulerOrientation = transform.orientation; } get { value = transform; } };
1247    property Material material { set { material = value; } get { return material; } };
1248    property Vector3Df max { get { value = max; } };
1249    property Vector3Df min { get { value = min; } };
1250    property Vector3Df center { get { value = center; } };
1251    property float radius { get { return radius; } };
1252
1253    property Vector3D wmax { get { value = wmax; } };
1254    property Vector3D wmin { get { value = wmin; } };
1255    property Vector3D wcenter { get { value = wcenter; } };
1256    property double wradius { get { return wradius; } };
1257
1258    property void * tag { set { tag = value; } get { return tag; } };
1259    property int frame { set { Animate(value); } get { return frame; } };
1260    property int startFrame { set { startFrame = value; } get { return startFrame; } };
1261    property int endFrame { set { endFrame = value; } get { return endFrame; } };
1262
1263    property Mesh mesh { set { mesh = value; } get { return mesh; } };
1264    property Camera camera { get { return camera; } }; // Fix this with inheritance? camera inherit from Object?
1265    property Object firstChild { get { return children.first; } };
1266    property Object next { get { return next; } };
1267    property const char * name { get { return name; } };
1268    property Matrix matrix { get { value = matrix; } };
1269    property Object cameraTarget { set { cameraTarget = value; } get { return cameraTarget; } };
1270    property OldList * tracks { /* set { tracks = value; } */ get { return &tracks; } };
1271    property ObjectFlags flags { set { flags = value; } get { return flags; } };
1272
1273 private:
1274    Object()
1275    {
1276       children.offset = (uint)(uintptr)&((Object)0).prev;
1277       transform.scaling = { 1, 1, 1 };
1278       transform.orientation = { 1,0,0,0 };
1279       flags.transform = true;
1280    }
1281
1282    ~Object()
1283    {
1284       Free(null);
1285    }
1286
1287    void SetTransformDirty()
1288    {
1289       Object child;
1290       flags.transform = true;
1291       for(child = children.first; child; child = child.next)
1292          child.SetTransformDirty();
1293    }
1294
1295    void _UpdateTransform()
1296    {
1297       if(flags.transform)
1298       {
1299          Object child;
1300          Matrix matrix;
1301
1302          // Cameras / Spot Lights must update their target first
1303          if(flags.camera && cameraTarget && cameraTarget.flags.transform)
1304             cameraTarget.UpdateTransform();
1305          else if(flags.light && light.flags.spot && light.target.flags.transform)
1306             light.target._UpdateTransform();
1307
1308          if(flags.camera && cameraTarget)
1309          {
1310             // DeterMine angle to look at target
1311             Vector3D position, direction;
1312             if(flags.root || !parent)
1313                position = transform.position;
1314             else
1315                position.MultMatrix(transform.position, parent.matrix);
1316
1317             direction.Subtract((Vector3D *)cameraTarget.matrix.m[3], position);
1318             transform.orientation.RotationDirection(direction);
1319
1320             // Add the roll
1321             transform.orientation.RotateRoll(roll);
1322          }
1323
1324          if(flags.light && light.flags.spot)
1325          {
1326             // DeterMine angle to look at target
1327             Vector3D position;
1328             if(flags.root || !parent)
1329                position = transform.position;
1330             else
1331                position.MultMatrix(transform.position, parent.matrix);
1332
1333             light.direction.Subtract((Vector3D *) light.target.matrix.m[3], position);
1334             light.direction.Normalize(light.direction);
1335             transform.orientation.RotationDirection(light.direction);
1336          }
1337
1338          matrix.Identity();
1339          matrix.Scale(transform.scaling.x, transform.scaling.y, transform.scaling.z);
1340          matrix.Rotate(transform.orientation);
1341          matrix.Translate(transform.position.x, transform.position.y, transform.position.z);
1342
1343          localMatrix = matrix;
1344
1345          // Compute transform (with ancestors)
1346          if(flags.root || !parent)
1347             this.matrix = matrix;
1348          else
1349             this.matrix.Multiply(matrix, parent.matrix);
1350
1351          flags.transform = false;
1352
1353          for(child = children.first; child; child = child.next)
1354          {
1355             if(child.flags.transform)
1356                child._UpdateTransform();
1357          }
1358       }
1359    }
1360
1361    void _Animate(unsigned int frame)
1362    {
1363       Object child;
1364       FrameTrack track;
1365
1366       for(track = tracks.first; track; track = track.next)
1367       {
1368          unsigned int c;
1369
1370          if(track.numKeys)
1371          {
1372             unsigned int prev = 0, next = track.numKeys - 1;
1373             FrameKey * prevKey = &track.keys[prev], * nextKey = &track.keys[next];
1374             float t = 0;
1375
1376             for(c = 0; c<track.numKeys; c++)
1377             {
1378                FrameKey * key = track.keys + c;
1379                if(key->frame <= frame) { prevKey = key; prev = c; }
1380                if(key->frame >= frame) { nextKey = key; next = c; break; }
1381             }
1382
1383             if(nextKey->frame != prevKey->frame)
1384                t = ease((float) (frame - prevKey->frame) / (nextKey->frame - prevKey->frame), prevKey->easeFrom, nextKey->easeTo);
1385
1386             switch(track.type.type)
1387             {
1388                case position:
1389                {
1390                   Vector3Df position;
1391                   track.Interpolate(position, prevKey->position, nextKey->position, prev, next, t);
1392                   transform.position = { (double)position.x, (double)position.y, (double)position.z };
1393                   break;
1394                }
1395                case scaling:
1396                   track.Interpolate(transform.scaling, prevKey->scaling, &nextKey->scaling, prev, next, t);
1397                   break;
1398                case rotation:
1399                   track.InterpolateQuat(transform.orientation, prevKey->orientation, nextKey->orientation, prev, next, t);
1400                   break;
1401                // Cameras
1402                case roll:
1403                   roll = track.InterpolateFloat(prevKey->roll, nextKey->roll, prev, next, t);
1404                   break;
1405                case fov:
1406                {
1407                   camera.fov = track.InterpolateFloat(prevKey->fov, nextKey->fov, prev, next, t);
1408                   /*
1409                   double mm = (camera.fov - 5.05659508373109) / 1.13613250717301;
1410                   camera.fov = 1248.58921609766 * pow(mm, -0.895625414990581);
1411                   */
1412                   //camera.Setup(camera.width, camera.height, camera.origin);
1413                   break;
1414                }
1415                // Lights
1416                case colorChange:
1417                {
1418                   track.Interpolate((Vector3Df *)&light.diffuse,
1419                      (Vector3Df *)&prevKey->color, (Vector3Df *)&nextKey->color, prev, next, t);
1420                   light.specular = light.diffuse;
1421                   break;
1422                }
1423                case fallOff:
1424                {
1425                   light.fallOff = track.InterpolateFloat(prevKey->fallOff, nextKey->fallOff, prev, next, t);
1426                   break;
1427                }
1428                case hotSpot:
1429                {
1430                   light.hotSpot = track.InterpolateFloat(prevKey->hotSpot, nextKey->hotSpot, prev, next, t);
1431                   break;
1432                }
1433             }
1434          }
1435       }
1436
1437       for(child = children.first; child; child = child.next)
1438          child._Animate(frame);
1439
1440       flags.transform = true;
1441    }
1442
1443    // Private for now
1444    FrustumPlacement InsideFrustum(Plane * planes)
1445    {
1446       FrustumPlacement result = inside;
1447
1448       int p;
1449       // First test: Sphere
1450       for(p = 0; p<6; p++)
1451       {
1452          Plane * plane = &planes[p];
1453          double dot = plane->normal.DotProduct(wcenter);
1454          double distance = dot + plane->d;
1455          if(distance < -wradius)
1456          {
1457             result = outside;
1458             break;
1459          }
1460          if(Abs(distance) < wradius)
1461             result = intersecting;
1462       }
1463
1464       if(result == intersecting)
1465       {
1466          // Second test: Bounding Box
1467          Vector3D box[8] =
1468          {
1469             { wmin.x, wmin.y, wmin.z },
1470             { wmin.x, wmin.y, wmax.z },
1471             { wmin.x, wmax.y, wmin.z },
1472             { wmin.x, wmax.y, wmax.z },
1473             { wmax.x, wmin.y, wmin.z },
1474             { wmax.x, wmin.y, wmax.z },
1475             { wmax.x, wmax.y, wmin.z },
1476             { wmax.x, wmax.y, wmax.z }
1477          };
1478            int numPlanesAllIn = 0;
1479          for(p = 0; p < 6; p++)
1480          {
1481             Plane * plane = &planes[p];
1482             int i;
1483             int numGoodPoints = 0;
1484             for(i = 0; i < 8; ++i)
1485             {
1486                double dot = plane->normal.DotProduct(box[i]);
1487                double distance = dot + plane->d;
1488                            if(distance > -1)
1489                   numGoodPoints++;
1490                    }
1491                    if(!numGoodPoints)
1492             {
1493                result = outside;
1494                break;
1495             }
1496             if(numGoodPoints == 8)
1497                numPlanesAllIn++;
1498            }
1499            if(numPlanesAllIn == 6)
1500                    result = inside;
1501       }
1502       return result;
1503    }
1504
1505    Object prev, next;
1506    char * name;
1507    Object parent;
1508    OldList children;
1509
1510    ObjectFlags flags;
1511
1512    OldList tracks;
1513    unsigned startFrame, endFrame;
1514    int frame;
1515    Vector3Df pivot;
1516    Transform transform;
1517    Matrix matrix;
1518    Matrix localMatrix;
1519    void * tag;
1520    Vector3Df min, max, center;
1521    Vector3D wmin, wmax, wcenter;
1522
1523    bool volume;
1524    float radius;
1525    double wradius;
1526    ColorRGB ambient;
1527
1528    /*public */union
1529    {
1530       // Mesh
1531       struct
1532       {
1533          Mesh mesh;
1534          Material material;
1535       };
1536
1537       // Light
1538       Light light;
1539
1540       // Camera
1541       struct
1542       {
1543          Camera camera;
1544          Object cameraTarget;
1545          double roll;
1546       };
1547    };
1548
1549    public property Light light
1550    {
1551       set
1552       {
1553          light = value;
1554       }
1555       get
1556       {
1557          value = light;
1558       }
1559    }
1560
1561    Euler eulerOrientation;
1562 };