mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
428 lines
11 KiB
C++
428 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "qe3.h"
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#define NEWEDGESEL 1
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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int FindPoint(idVec3 point) {
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int i, j;
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for (i = 0; i < g_qeglobals.d_numpoints; i++) {
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for (j = 0; j < 3; j++) {
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if (idMath::Fabs(point[j] - g_qeglobals.d_points[i][j]) > 0.1) {
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break;
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}
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}
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if (j == 3) {
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return i;
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}
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}
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VectorCopy(point, g_qeglobals.d_points[g_qeglobals.d_numpoints]);
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if (g_qeglobals.d_numpoints < MAX_POINTS - 1) {
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g_qeglobals.d_numpoints++;
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}
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return g_qeglobals.d_numpoints - 1;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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int FindEdge(int p1, int p2, face_t *f) {
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int i;
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for (i = 0; i < g_qeglobals.d_numedges; i++) {
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if (g_qeglobals.d_edges[i].p1 == p2 && g_qeglobals.d_edges[i].p2 == p1) {
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g_qeglobals.d_edges[i].f2 = f;
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return i;
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}
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}
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g_qeglobals.d_edges[g_qeglobals.d_numedges].p1 = p1;
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g_qeglobals.d_edges[g_qeglobals.d_numedges].p2 = p2;
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g_qeglobals.d_edges[g_qeglobals.d_numedges].f1 = f;
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if (g_qeglobals.d_numedges < MAX_EDGES - 1) {
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g_qeglobals.d_numedges++;
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}
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return g_qeglobals.d_numedges - 1;
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}
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#ifdef NEWEDGESEL
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void MakeFace (brush_t * b, face_t * f)
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#else
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void MakeFace (face_t * f)
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#endif
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{
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idWinding *w;
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int i;
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int pnum[128];
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#ifdef NEWEDGESEL
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w = Brush_MakeFaceWinding(b, f);
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#else
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w = Brush_MakeFaceWinding(selected_brushes.next, f);
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#endif
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if (!w) {
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return;
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}
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for (i = 0; i < w->GetNumPoints(); i++) {
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pnum[i] = FindPoint( (*w)[i].ToVec3() );
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}
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for (i = 0; i < w->GetNumPoints(); i++) {
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FindEdge(pnum[i], pnum[(i + 1) % w->GetNumPoints()], f);
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}
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delete w;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void SetupVertexSelection(void) {
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face_t *f;
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brush_t *b;
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g_qeglobals.d_numpoints = 0;
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g_qeglobals.d_numedges = 0;
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#ifdef NEWEDGESEL
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for (b = selected_brushes.next; b != &selected_brushes; b = b->next) {
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for (f = b->brush_faces; f; f = f->next) {
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MakeFace(b, f);
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}
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}
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#else
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if (!QE_SingleBrush()) {
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return;
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}
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b = selected_brushes.next;
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for (f = b->brush_faces; f; f = f->next) {
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MakeFace(b, f);
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}
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#endif
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}
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#ifdef NEWEDGESEL
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void SelectFaceEdge (brush_t * b, face_t * f, int p1, int p2)
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#else
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void SelectFaceEdge (face_t * f, int p1, int p2)
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#endif
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{
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idWinding *w;
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int i, j, k;
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int pnum[128];
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#ifdef NEWEDGESEL
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w = Brush_MakeFaceWinding(b, f);
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#else
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w = Brush_MakeFaceWinding(selected_brushes.next, f);
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#endif
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if (!w) {
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return;
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}
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for (i = 0; i < w->GetNumPoints(); i++) {
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pnum[i] = FindPoint( (*w)[i].ToVec3() );
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}
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for (i = 0; i < w->GetNumPoints(); i++) {
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if (pnum[i] == p1 && pnum[(i + 1) % w->GetNumPoints()] == p2) {
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VectorCopy(g_qeglobals.d_points[pnum[i]], f->planepts[0]);
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VectorCopy(g_qeglobals.d_points[pnum[(i + 1) % w->GetNumPoints()]], f->planepts[1]);
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VectorCopy(g_qeglobals.d_points[pnum[(i + 2) % w->GetNumPoints()]], f->planepts[2]);
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for (j = 0; j < 3; j++) {
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for (k = 0; k < 3; k++) {
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f->planepts[j][k] =
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floor(f->planepts[j][k] / g_qeglobals.d_gridsize + 0.5) * g_qeglobals.d_gridsize;
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}
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}
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AddPlanept(&f->planepts[0]);
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AddPlanept(&f->planepts[1]);
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break;
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}
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}
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if ( i == w->GetNumPoints() ) {
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Sys_Status("SelectFaceEdge: failed\n");
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}
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delete w;
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void SelectVertex(int p1) {
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brush_t *b;
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idWinding *w;
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int i, j, k;
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face_t *f;
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#ifdef NEWEDGESEL
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for (b = selected_brushes.next; b != &selected_brushes; b = b->next) {
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for (f = b->brush_faces; f; f = f->next) {
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w = Brush_MakeFaceWinding(b, f);
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if (!w) {
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continue;
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}
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for (i = 0; i < w->GetNumPoints(); i++) {
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if ( FindPoint( (*w)[i].ToVec3() ) == p1 ) {
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VectorCopy((*w)[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]);
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VectorCopy((*w)[i], f->planepts[1]);
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VectorCopy((*w)[(i + 1) % w->GetNumPoints()], f->planepts[2]);
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for (j = 0; j < 3; j++) {
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for (k = 0; k < 3; k++) {
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// f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
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}
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}
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AddPlanept(&f->planepts[1]);
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// MessageBeep(-1);
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break;
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}
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}
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delete w;
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}
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}
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#else
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b = selected_brushes.next;
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for (f = b->brush_faces; f; f = f->next) {
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w = Brush_MakeFaceWinding(b, f);
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if (!w) {
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continue;
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}
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for (i = 0; i < w->GetNumPoints(); i++) {
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if (FindPoint(w[i]) == p1) {
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VectorCopy(w[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]);
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VectorCopy(w[i], f->planepts[1]);
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VectorCopy(w[(i + 1) % w->GetNumPoints()], f->planepts[2]);
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for (j = 0; j < 3; j++) {
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for (k = 0; k < 3; k++) {
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// f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
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}
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}
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AddPlanept(&f->planepts[1]);
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// MessageBeep(-1);
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break;
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}
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}
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delete w;
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}
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#endif
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void SelectEdgeByRay(idVec3 org, idVec3 dir) {
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int i, j, besti;
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float d, bestd;
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idVec3 mid, temp;
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pedge_t *e;
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// find the edge closest to the ray
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besti = -1;
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bestd = 8;
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for (i = 0; i < g_qeglobals.d_numedges; i++) {
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for (j = 0; j < 3; j++) {
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mid[j] = 0.5 * (g_qeglobals.d_points[g_qeglobals.d_edges[i].p1][j] + g_qeglobals.d_points[g_qeglobals.d_edges[i].p2][j]);
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}
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temp = mid - org;
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d = temp * dir;
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temp = org + d * dir;
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temp = mid - temp;
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d = temp.Length();
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if ( d < bestd ) {
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bestd = d;
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besti = i;
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}
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}
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if (besti == -1) {
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Sys_Status("Click didn't hit an edge\n");
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return;
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}
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Sys_Status("hit edge\n");
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//
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// make the two faces that border the edge use the two edge points as primary drag
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// points
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//
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g_qeglobals.d_num_move_points = 0;
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e = &g_qeglobals.d_edges[besti];
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#ifdef NEWEDGESEL
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for (brush_t * b = selected_brushes.next; b != &selected_brushes; b = b->next) {
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SelectFaceEdge(b, e->f1, e->p1, e->p2);
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SelectFaceEdge(b, e->f2, e->p2, e->p1);
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}
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#else
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SelectFaceEdge(e->f1, e->p1, e->p2);
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SelectFaceEdge(e->f2, e->p2, e->p1);
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#endif
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void SelectVertexByRay(idVec3 org, idVec3 dir) {
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int i, besti;
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float d, bestd;
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idVec3 temp;
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float scale = g_pParentWnd->ActiveXY()->Scale();
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// find the point closest to the ray
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besti = -1;
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bestd = 8 / scale / 2;
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for (i = 0; i < g_qeglobals.d_numpoints; i++) {
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temp = g_qeglobals.d_points[i] - org;
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d = temp * dir;
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temp = org + d * dir;
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temp = g_qeglobals.d_points[i] - temp;
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d = temp.Length();
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if ( d < bestd ) {
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bestd = d;
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besti = i;
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}
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}
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if (besti == -1 || bestd > 8 / scale / 2 ) {
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Sys_Status("Click didn't hit a vertex\n");
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return;
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}
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Sys_Status("hit vertex\n");
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g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];
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// SelectVertex (besti);
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}
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extern void AddPatchMovePoint(idVec3 v, bool bMulti, bool bFull);
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void SelectCurvePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
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int i, besti;
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float d, bestd;
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idVec3 temp;
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// find the point closest to the ray
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float scale = g_pParentWnd->ActiveXY()->Scale();
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besti = -1;
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bestd = 8 / scale / 2;
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//bestd = 8;
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for (i = 0; i < g_qeglobals.d_numpoints; i++) {
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temp = g_qeglobals.d_points[i] - org;
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d = temp * dir;
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temp = org + d * dir;
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temp = g_qeglobals.d_points[i] - temp;
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d = temp.Length();
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if ( d <= bestd ) {
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bestd = d;
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besti = i;
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}
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}
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if (besti == -1) {
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if (g_pParentWnd->ActiveXY()->AreaSelectOK()) {
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g_qeglobals.d_select_mode = sel_area;
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VectorCopy(org, g_qeglobals.d_vAreaTL);
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VectorCopy(org, g_qeglobals.d_vAreaBR);
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}
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return;
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}
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// Sys_Status ("hit vertex\n");
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AddPatchMovePoint( g_qeglobals.d_points[besti], ( buttons & MK_CONTROL ) != 0, ( buttons & MK_SHIFT ) != 0 );
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}
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/*
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=======================================================================================================================
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=======================================================================================================================
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*/
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void SelectSplinePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
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int i, besti;
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float d, bestd;
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idVec3 temp;
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// find the point closest to the ray
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besti = -1;
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bestd = 8;
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for (i = 0; i < g_qeglobals.d_numpoints; i++) {
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temp = g_qeglobals.d_points[i] - org;
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d = temp * dir;
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temp = org + d * dir;
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temp = g_qeglobals.d_points[i] - temp;
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d = temp.Length();
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if ( d <= bestd ) {
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bestd = d;
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besti = i;
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}
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}
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if (besti == -1) {
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return;
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}
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Sys_Status("hit curve point\n");
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g_qeglobals.d_num_move_points = 0;
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g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];
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// g_splineList->setSelectedPoint(&g_qeglobals.d_points[besti]);
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}
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