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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-17 23:39:18 +02:00

scale/endscale/localscale per node model

This commit is contained in:
2026-05-10 13:12:49 +02:00
parent 587077629f
commit 3419666070
9 changed files with 277 additions and 31 deletions

View File

@@ -93,6 +93,8 @@ state_serializer::deserialize_begin( std::string const &Scenariofile ) {
{ "node", &state_serializer::deserialize_node },
{ "origin", &state_serializer::deserialize_origin },
{ "endorigin", &state_serializer::deserialize_endorigin },
{ "scale", &state_serializer::deserialize_scale },
{ "endscale", &state_serializer::deserialize_endscale },
{ "rotate", &state_serializer::deserialize_rotate },
{ "sky", &state_serializer::deserialize_sky },
{ "test", &state_serializer::deserialize_test },
@@ -664,6 +666,43 @@ state_serializer::deserialize_endorigin( cParser &Input, scene::scratch_data &Sc
}
}
void
state_serializer::deserialize_scale( cParser &Input, scene::scratch_data &Scratchpad ) {
// Syntax: `scale <x> <y> <z>` (three tokens, mirroring `rotate`/`angles`).
// For uniform scaling write the same value three times (e.g. `scale 2 2 2`).
// Affects both:
// 1. positions of nodes inside the block (transform() multiplies offset by scale)
// 2. the per-instance m_scale stamped onto each TAnimModel created inside the block
// The two together let you scale a multi-node-model group built around a common
// origin: positions of the parts spread out by the factor AND each part is itself
// scaled by the same factor, preserving the visual shape of the assembly.
glm::vec3 factor;
Input.getTokens( 3 );
Input >> factor.x >> factor.y >> factor.z;
if( factor.x <= 0.0f || factor.y <= 0.0f || factor.z <= 0.0f ) {
ErrorLog( "Bad scale: non-positive scale factor in file \""
+ Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + "); scale (1,1,1) used" );
factor = glm::vec3( 1.0f );
}
// scales compose component-wise, mirroring how origin offsets compose additively.
glm::vec3 const parent = (
Scratchpad.location.scale.empty() ?
glm::vec3( 1.0f ) :
Scratchpad.location.scale.top() );
Scratchpad.location.scale.emplace( factor * parent );
}
void
state_serializer::deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad ) {
if( false == Scratchpad.location.scale.empty() ) {
Scratchpad.location.scale.pop();
}
else {
ErrorLog( "Bad scale: endscale instruction with empty scale stack in file \"" + Input.Name() + "\" (line " + std::to_string( Input.Line() - 1 ) + ")" );
}
}
void
state_serializer::deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad ) {
@@ -915,6 +954,12 @@ state_serializer::deserialize_model( cParser &Input, scene::scratch_data &Scratc
auto *instance = new TAnimModel( Nodedata );
instance->Angles( Scratchpad.location.rotation + rotation ); // dostosowanie do pochylania linii
// pick up the scale active at this point in the scenario stream — outer
// `scale`/`endscale` blocks compose multiplicatively in the scratchpad.
// Load() may further multiply this by an inline `scale <factor>` token.
if( false == Scratchpad.location.scale.empty() ) {
instance->Scale( Scratchpad.location.scale.top() );
}
if( instance->Load( &Input, false ) ) {
instance->location( transform( location, Scratchpad ) );
@@ -1091,7 +1136,7 @@ state_serializer::skip_until( cParser &Input, std::string const &Token ) {
}
}
// transforms provided location by specifed rotation and offset
// transforms provided location by specifed rotation, scale and offset
glm::dvec3
state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad ) {
@@ -1099,6 +1144,17 @@ state_serializer::transform( glm::dvec3 Location, scene::scratch_data const &Scr
auto const rotation = glm::radians( Scratchpad.location.rotation );
Location = glm::rotateY<double>( Location, rotation.y ); // Ra 2014-11: uwzględnienie rotacji
}
// Scale applies in local origin space — positions inside a `scale 2 2 2` block
// are pushed twice as far from the local origin along each axis, so a
// multi-node-model group (e.g. a building made of separate node models built
// around a shared origin) ends up looking uniformly scaled rather than just
// having one piece grow. Per-axis values stretch the assembly anisotropically.
if( false == Scratchpad.location.scale.empty() ) {
auto const &s = Scratchpad.location.scale.top();
Location.x *= static_cast<double>( s.x );
Location.y *= static_cast<double>( s.y );
Location.z *= static_cast<double>( s.z );
}
if( false == Scratchpad.location.offset.empty() ) {
Location += Scratchpad.location.offset.top();
}

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@@ -65,6 +65,8 @@ private:
void deserialize_node( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_scale( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_test( cParser &Input, scene::scratch_data &Scratchpad );