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https://github.com/dhewm/dhewm3.git
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79ad905e05
Excluding 3rd party files.
340 lines
No EOL
10 KiB
C++
340 lines
No EOL
10 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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#include "Radiant.h"
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#include "autocaulk.h"
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// Note: the code in here looks pretty goofy in places, and probably doesn't use the new Q4 class stuff fully,
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// but I just got it in and compiling from the JK2/SOF2 Radiants via some ugly code replaces, and it works, so there.
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// Also, a bunch of Radiant fields no longer exist in this codebase, likewise the whole point of passing in the bool
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// to this code, but I've just left it as-is. A designer tested it and pronounced it fine.
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//#pragma warning( disable : 4786)
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//#include <list>
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//using namespace std;
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//#pragma warning( disable : 4786)
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#undef strnicmp
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#define strnicmp idStr::Icmpn
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#if 1
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//extern void ClearBounds (idVec3 mins, idVec3 maxs);
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//extern void AddPointToBounds (const idVec3 v, idVec3 mins, idVec3 maxs);
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void ClearBounds (idVec3 &mins, idVec3 &maxs)
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{
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mins[0] = mins[1] = mins[2] = 99999;
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maxs[0] = maxs[1] = maxs[2] = -99999;
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}
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void AddPointToBounds( const idVec3 &v, idVec3 &mins, idVec3 &maxs )
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{
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int i;
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float val;
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for (i=0 ; i<3 ; i++)
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{
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val = v[i];
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if (val < mins[i])
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mins[i] = val;
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if (val > maxs[i])
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maxs[i] = val;
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}
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}
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static void FloorBounds(idVec3 &mins, idVec3 &maxs)
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{
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for (int i=0 ; i<3 ; i++)
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{
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mins[i] = floor(mins[i] + 0.5);
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maxs[i] = floor(maxs[i] + 0.5);
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}
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}
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static LPCSTR vtos(idVec3 &v3)
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{
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return va("%.3ff,%.3f,%.3f",v3[0],v3[1],v3[2]);
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}
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struct PairBrushFace_t
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{
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face_t* pFace;
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brush_t* pBrush;
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};
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idList < PairBrushFace_t > FacesToCaulk;
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void Select_AutoCaulk()
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{
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/*Sys_Printf*/common->Printf("Caulking...\n");
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FacesToCaulk.Clear();
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int iSystemBrushesSkipped = 0;
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face_t *pSelectedFace;
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brush_t *next;
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for (brush_t *pSelectedBrush = selected_brushes.next ; pSelectedBrush != &selected_brushes ; pSelectedBrush = next)
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{
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next = pSelectedBrush->next;
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if (pSelectedBrush->owner->eclass->fixedsize)
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continue; // apparently this means it's a model, so skip it...
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// new check, we can't caulk a brush that has any "system/" faces...
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//
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bool bSystemFacePresent = false;
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for ( pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
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{
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if (!strnicmp(pSelectedFace->d_texture->GetName(),"system/",7))
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{
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bSystemFacePresent = true;
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break;
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}
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}
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if (bSystemFacePresent)
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{
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iSystemBrushesSkipped++;
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continue; // verboten to caulk this.
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}
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for (int iBrushListToScan = 0; iBrushListToScan<2; iBrushListToScan++)
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{
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brush_t *snext;
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for (brush_t *pScannedBrush = (iBrushListToScan?active_brushes.next:selected_brushes.next); pScannedBrush != (iBrushListToScan?&active_brushes:&selected_brushes) ; pScannedBrush = snext)
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{
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snext = pScannedBrush->next;
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if ( pScannedBrush == pSelectedBrush)
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continue;
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if (pScannedBrush->owner->eclass->fixedsize || pScannedBrush->pPatch || pScannedBrush->hiddenBrush)
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continue;
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if (FilterBrush(pScannedBrush))
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continue;
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// idMaterial stuff no longer support this, not sure what else to do.
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// Searching for other occurences of QER_NOCARVE just shows people REMing the code and ignoring ths issue...
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//
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// if (pScannedBrush->brush_faces->d_texture->bFromShader && (pScannedBrush->brush_faces->d_texture->TestMaterialFlag(QER_NOCARVE)))
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// continue;
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// basic-reject first to see if brushes can even possibly touch (coplanar counts as touching)
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//
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int i;
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for (i=0 ; i<3 ; i++)
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{
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if (pSelectedBrush->mins[i] > pScannedBrush->maxs[i] ||
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pSelectedBrush->maxs[i] < pScannedBrush->mins[i])
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{
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break;
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}
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}
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if (i != 3)
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continue; // can't be touching
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// ok, now for the clever stuff, we need to detect only those faces that are both coplanar and smaller
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// or equal to the face they're coplanar with...
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//
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for (pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
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{
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idWinding *pSelectedWinding = pSelectedFace->face_winding;
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if (!pSelectedWinding)
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continue; // freed face, probably won't happen here, but who knows with this program?
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// SquaredFace_t SelectedSquaredFace;
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// WindingToSquaredFace( &SelectedSquaredFace, pSelectedWinding);
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for (face_t *pScannedFace = pScannedBrush->brush_faces; pScannedFace; pScannedFace = pScannedFace->next)
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{
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// don't even try caulking against a system face, because these are often transparent and will leave holes
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//
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if (!strnicmp(pScannedFace->d_texture->GetName(),"system/",7))
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continue;
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// and don't try caulking against something inherently transparent...
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//
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if (pScannedFace->d_texture->TestMaterialFlag(QER_TRANS))
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continue;
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idWinding *pScannedWinding = pScannedFace->face_winding;
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if (!pScannedWinding)
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continue; // freed face, probably won't happen here, but who knows with this program?
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// SquaredFace_t ScannedSquaredFace;
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// WindingToSquaredFace( &ScannedSquaredFace, pScannedWinding);
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/* if (VectorCompare(ScannedSquaredFace.v3NormalisedRotationVector, SelectedSquaredFace.v3NormalisedRotationVector)
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&&
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VectorCompare(ScannedSquaredFace.v3NormalisedElevationVector, SelectedSquaredFace.v3NormalisedElevationVector)
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)
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*/
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{
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// brush faces are in parallel planes to each other, so check that their normals
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// are opposite, by adding them together and testing for zero...
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// (if normals are opposite, then faces can be against/touching each other?)
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//
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idVec3 v3ZeroTest;
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idVec3 v3Zero;v3Zero.Zero(); //static idVec3 v3Zero={0,0,0};
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VectorAdd(pSelectedFace->plane.Normal(),pScannedFace->plane.Normal(),v3ZeroTest);
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if (v3ZeroTest == v3Zero)
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{
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// planes are facing each other...
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//
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// coplanar? (this is some maths of Gil's, which I don't even pretend to understand)
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//
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float fTotalDist = 0;
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for (int _i=0; _i<3; _i++)
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{
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fTotalDist += fabs( DotProduct(pSelectedFace->plane.Normal(),(*pSelectedWinding)[0])
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-
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DotProduct(pSelectedFace->plane.Normal(),(*pScannedWinding)[i])
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);
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}
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//OutputDebugString(va("Dist = %g\n",fTotalDist));
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if (fTotalDist > 0.01)
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continue;
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// every point in the selected face must be within (or equal to) the bounds of the
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// scanned face...
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//
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// work out the bounds first...
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//
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idVec3 v3ScannedBoundsMins, v3ScannedBoundsMaxs;
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ClearBounds (v3ScannedBoundsMins, v3ScannedBoundsMaxs);
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int iPoint;
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for (iPoint=0; iPoint<pScannedWinding->GetNumPoints(); iPoint++)
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{
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AddPointToBounds( (*pScannedWinding)[iPoint].ToVec3(), v3ScannedBoundsMins, v3ScannedBoundsMaxs);
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}
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// floor 'em... (or .001 differences mess things up...
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//
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FloorBounds(v3ScannedBoundsMins, v3ScannedBoundsMaxs);
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// now check points from selected face...
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//
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bool bWithin = true;
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for (iPoint=0; iPoint < pSelectedWinding->GetNumPoints(); iPoint++)
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{
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for (int iXYZ=0; iXYZ<3; iXYZ++)
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{
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float f = floor((*pSelectedWinding)[iPoint][iXYZ] + 0.5);
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if (!
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(
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f >= v3ScannedBoundsMins[iXYZ]
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&&
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f <= v3ScannedBoundsMaxs[iXYZ]
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)
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)
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{
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bWithin = false;
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}
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}
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}
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if (bWithin)
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{
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PairBrushFace_t PairBrushFace;
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PairBrushFace.pFace = pSelectedFace;
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PairBrushFace.pBrush= pSelectedBrush;
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FacesToCaulk.Append(PairBrushFace);
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}
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}
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}
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}
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}
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}
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}
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}
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// apply caulk...
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//
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int iFacesCaulked = 0;
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if (FacesToCaulk.Num())
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{
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LPCSTR psCaulkName = "textures/common/caulk";
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const idMaterial *pCaulk = Texture_ForName(psCaulkName);
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if (pCaulk)
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{
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//
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// and call some other junk that Radiant wants so so we can use it later...
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//
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texdef_t tex;
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memset (&tex, 0, sizeof(tex));
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tex.scale[0] = 1;
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tex.scale[1] = 1;
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//tex.flags = pCaulk->flags; // field missing in Q4
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//tex.value = pCaulk->value; // ditto
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//tex.contents = pCaulk->contents; // ditto
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tex.SetName( pCaulk->GetName() );
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//Texture_SetTexture (&tex);
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for (int iListEntry = 0; iListEntry < FacesToCaulk.Num(); iListEntry++)
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{
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PairBrushFace_t &PairBrushFace = FacesToCaulk[iListEntry];
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face_t *pFace = PairBrushFace.pFace;
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brush_t*pBrush= PairBrushFace.pBrush;
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pFace->d_texture = pCaulk;
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pFace->texdef = tex;
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Face_FitTexture(pFace, 1, 1); // this doesn't work here for some reason... duh.
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Brush_Build(pBrush);
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iFacesCaulked++;
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}
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}
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else
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{
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/*Sys_Printf*/common->Printf(" Unable to locate caulk texture at: \"%s\"!\n",psCaulkName);
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}
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}
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/*Sys_Printf*/common->Printf("( %d faces caulked )\n",iFacesCaulked);
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if (iSystemBrushesSkipped)
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{
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/*Sys_Printf*/common->Printf("( %d system-faced brushes skipped )\n",iSystemBrushesSkipped);
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}
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Sys_UpdateWindows (W_ALL);
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}
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#endif |