mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-11 05:20:48 +00:00
9a95a2a1cf
Editor also seems to start, didn't test much further. Only tested 32bit Windows, I fear the editor code isn't 64bit clean.. I hope I haven't broken anything elsewhere..
428 lines
11 KiB
C++
428 lines
11 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "tools/edit_gui_common.h"
|
|
|
|
|
|
#include "qe3.h"
|
|
|
|
#define NEWEDGESEL 1
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
int FindPoint(idVec3 point) {
|
|
int i, j;
|
|
|
|
for (i = 0; i < g_qeglobals.d_numpoints; i++) {
|
|
for (j = 0; j < 3; j++) {
|
|
if (idMath::Fabs(point[j] - g_qeglobals.d_points[i][j]) > 0.1) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (j == 3) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
VectorCopy(point, g_qeglobals.d_points[g_qeglobals.d_numpoints]);
|
|
if (g_qeglobals.d_numpoints < MAX_POINTS - 1) {
|
|
g_qeglobals.d_numpoints++;
|
|
}
|
|
|
|
return g_qeglobals.d_numpoints - 1;
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
int FindEdge(int p1, int p2, face_t *f) {
|
|
int i;
|
|
|
|
for (i = 0; i < g_qeglobals.d_numedges; i++) {
|
|
if (g_qeglobals.d_edges[i].p1 == p2 && g_qeglobals.d_edges[i].p2 == p1) {
|
|
g_qeglobals.d_edges[i].f2 = f;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
g_qeglobals.d_edges[g_qeglobals.d_numedges].p1 = p1;
|
|
g_qeglobals.d_edges[g_qeglobals.d_numedges].p2 = p2;
|
|
g_qeglobals.d_edges[g_qeglobals.d_numedges].f1 = f;
|
|
|
|
if (g_qeglobals.d_numedges < MAX_EDGES - 1) {
|
|
g_qeglobals.d_numedges++;
|
|
}
|
|
|
|
return g_qeglobals.d_numedges - 1;
|
|
}
|
|
|
|
#ifdef NEWEDGESEL
|
|
void MakeFace (brush_t * b, face_t * f)
|
|
#else
|
|
void MakeFace (face_t * f)
|
|
#endif
|
|
{
|
|
idWinding *w;
|
|
int i;
|
|
int pnum[128];
|
|
|
|
#ifdef NEWEDGESEL
|
|
w = Brush_MakeFaceWinding(b, f);
|
|
#else
|
|
w = Brush_MakeFaceWinding(selected_brushes.next, f);
|
|
#endif
|
|
if (!w) {
|
|
return;
|
|
}
|
|
for (i = 0; i < w->GetNumPoints(); i++) {
|
|
pnum[i] = FindPoint( (*w)[i].ToVec3() );
|
|
}
|
|
for (i = 0; i < w->GetNumPoints(); i++) {
|
|
FindEdge(pnum[i], pnum[(i + 1) % w->GetNumPoints()], f);
|
|
}
|
|
delete w;
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
void SetupVertexSelection(void) {
|
|
face_t *f;
|
|
brush_t *b;
|
|
|
|
g_qeglobals.d_numpoints = 0;
|
|
g_qeglobals.d_numedges = 0;
|
|
|
|
#ifdef NEWEDGESEL
|
|
for (b = selected_brushes.next; b != &selected_brushes; b = b->next) {
|
|
for (f = b->brush_faces; f; f = f->next) {
|
|
MakeFace(b, f);
|
|
}
|
|
}
|
|
|
|
#else
|
|
if (!QE_SingleBrush()) {
|
|
return;
|
|
}
|
|
|
|
b = selected_brushes.next;
|
|
for (f = b->brush_faces; f; f = f->next) {
|
|
MakeFace(b, f);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef NEWEDGESEL
|
|
void SelectFaceEdge (brush_t * b, face_t * f, int p1, int p2)
|
|
#else
|
|
void SelectFaceEdge (face_t * f, int p1, int p2)
|
|
#endif
|
|
{
|
|
idWinding *w;
|
|
int i, j, k;
|
|
int pnum[128];
|
|
|
|
#ifdef NEWEDGESEL
|
|
w = Brush_MakeFaceWinding(b, f);
|
|
#else
|
|
w = Brush_MakeFaceWinding(selected_brushes.next, f);
|
|
#endif
|
|
if (!w) {
|
|
return;
|
|
}
|
|
for (i = 0; i < w->GetNumPoints(); i++) {
|
|
pnum[i] = FindPoint( (*w)[i].ToVec3() );
|
|
}
|
|
for (i = 0; i < w->GetNumPoints(); i++) {
|
|
if (pnum[i] == p1 && pnum[(i + 1) % w->GetNumPoints()] == p2) {
|
|
VectorCopy(g_qeglobals.d_points[pnum[i]], f->planepts[0]);
|
|
VectorCopy(g_qeglobals.d_points[pnum[(i + 1) % w->GetNumPoints()]], f->planepts[1]);
|
|
VectorCopy(g_qeglobals.d_points[pnum[(i + 2) % w->GetNumPoints()]], f->planepts[2]);
|
|
for (j = 0; j < 3; j++) {
|
|
for (k = 0; k < 3; k++) {
|
|
f->planepts[j][k] =
|
|
floor(f->planepts[j][k] / g_qeglobals.d_gridsize + 0.5) * g_qeglobals.d_gridsize;
|
|
}
|
|
}
|
|
AddPlanept(&f->planepts[0]);
|
|
AddPlanept(&f->planepts[1]);
|
|
break;
|
|
}
|
|
}
|
|
if ( i == w->GetNumPoints() ) {
|
|
Sys_Status("SelectFaceEdge: failed\n");
|
|
}
|
|
delete w;
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
void SelectVertex(int p1) {
|
|
brush_t *b;
|
|
idWinding *w;
|
|
int i, j, k;
|
|
face_t *f;
|
|
|
|
#ifdef NEWEDGESEL
|
|
for (b = selected_brushes.next; b != &selected_brushes; b = b->next) {
|
|
for (f = b->brush_faces; f; f = f->next) {
|
|
w = Brush_MakeFaceWinding(b, f);
|
|
if (!w) {
|
|
continue;
|
|
}
|
|
|
|
for (i = 0; i < w->GetNumPoints(); i++) {
|
|
if ( FindPoint( (*w)[i].ToVec3() ) == p1 ) {
|
|
VectorCopy((*w)[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]);
|
|
VectorCopy((*w)[i], f->planepts[1]);
|
|
VectorCopy((*w)[(i + 1) % w->GetNumPoints()], f->planepts[2]);
|
|
for (j = 0; j < 3; j++) {
|
|
for (k = 0; k < 3; k++) {
|
|
// f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
|
|
}
|
|
}
|
|
|
|
AddPlanept(&f->planepts[1]);
|
|
|
|
// MessageBeep(-1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
delete w;
|
|
}
|
|
}
|
|
|
|
#else
|
|
b = selected_brushes.next;
|
|
for (f = b->brush_faces; f; f = f->next) {
|
|
w = Brush_MakeFaceWinding(b, f);
|
|
if (!w) {
|
|
continue;
|
|
}
|
|
|
|
for (i = 0; i < w->GetNumPoints(); i++) {
|
|
if (FindPoint(w[i]) == p1) {
|
|
VectorCopy(w[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]);
|
|
VectorCopy(w[i], f->planepts[1]);
|
|
VectorCopy(w[(i + 1) % w->GetNumPoints()], f->planepts[2]);
|
|
for (j = 0; j < 3; j++) {
|
|
for (k = 0; k < 3; k++) {
|
|
// f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
|
|
}
|
|
}
|
|
|
|
AddPlanept(&f->planepts[1]);
|
|
|
|
// MessageBeep(-1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
delete w;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
void SelectEdgeByRay(idVec3 org, idVec3 dir) {
|
|
int i, j, besti;
|
|
float d, bestd;
|
|
idVec3 mid, temp;
|
|
pedge_t *e;
|
|
|
|
// find the edge closest to the ray
|
|
besti = -1;
|
|
bestd = 8;
|
|
|
|
for (i = 0; i < g_qeglobals.d_numedges; i++) {
|
|
for (j = 0; j < 3; j++) {
|
|
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]);
|
|
}
|
|
|
|
temp = mid - org;
|
|
d = temp * dir;
|
|
temp = org + d * dir;
|
|
temp = mid - temp;
|
|
d = temp.Length();
|
|
if ( d < bestd ) {
|
|
bestd = d;
|
|
besti = i;
|
|
}
|
|
}
|
|
|
|
if (besti == -1) {
|
|
Sys_Status("Click didn't hit an edge\n");
|
|
return;
|
|
}
|
|
|
|
Sys_Status("hit edge\n");
|
|
|
|
//
|
|
// make the two faces that border the edge use the two edge points as primary drag
|
|
// points
|
|
//
|
|
g_qeglobals.d_num_move_points = 0;
|
|
e = &g_qeglobals.d_edges[besti];
|
|
#ifdef NEWEDGESEL
|
|
for (brush_t * b = selected_brushes.next; b != &selected_brushes; b = b->next) {
|
|
SelectFaceEdge(b, e->f1, e->p1, e->p2);
|
|
SelectFaceEdge(b, e->f2, e->p2, e->p1);
|
|
}
|
|
|
|
#else
|
|
SelectFaceEdge(e->f1, e->p1, e->p2);
|
|
SelectFaceEdge(e->f2, e->p2, e->p1);
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
void SelectVertexByRay(idVec3 org, idVec3 dir) {
|
|
int i, besti;
|
|
float d, bestd;
|
|
idVec3 temp;
|
|
|
|
float scale = g_pParentWnd->ActiveXY()->Scale();
|
|
// find the point closest to the ray
|
|
besti = -1;
|
|
bestd = 8 / scale / 2;
|
|
|
|
for (i = 0; i < g_qeglobals.d_numpoints; i++) {
|
|
temp = g_qeglobals.d_points[i] - org;
|
|
d = temp * dir;
|
|
temp = org + d * dir;
|
|
temp = g_qeglobals.d_points[i] - temp;
|
|
d = temp.Length();
|
|
if ( d < bestd ) {
|
|
bestd = d;
|
|
besti = i;
|
|
}
|
|
}
|
|
|
|
if (besti == -1 || bestd > 8 / scale / 2 ) {
|
|
Sys_Status("Click didn't hit a vertex\n");
|
|
return;
|
|
}
|
|
|
|
Sys_Status("hit vertex\n");
|
|
g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];
|
|
|
|
// SelectVertex (besti);
|
|
}
|
|
|
|
extern void AddPatchMovePoint(idVec3 v, bool bMulti, bool bFull);
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
void SelectCurvePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
|
|
int i, besti;
|
|
float d, bestd;
|
|
idVec3 temp;
|
|
|
|
// find the point closest to the ray
|
|
float scale = g_pParentWnd->ActiveXY()->Scale();
|
|
besti = -1;
|
|
bestd = 8 / scale / 2;
|
|
//bestd = 8;
|
|
|
|
for (i = 0; i < g_qeglobals.d_numpoints; i++) {
|
|
temp = g_qeglobals.d_points[i] - org;
|
|
d = temp * dir;
|
|
temp = org + d * dir;
|
|
temp = g_qeglobals.d_points[i] - temp;
|
|
d = temp.Length();
|
|
if ( d <= bestd ) {
|
|
bestd = d;
|
|
besti = i;
|
|
}
|
|
}
|
|
|
|
if (besti == -1) {
|
|
if (g_pParentWnd->ActiveXY()->AreaSelectOK()) {
|
|
g_qeglobals.d_select_mode = sel_area;
|
|
VectorCopy(org, g_qeglobals.d_vAreaTL);
|
|
VectorCopy(org, g_qeglobals.d_vAreaBR);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Sys_Status ("hit vertex\n");
|
|
AddPatchMovePoint( g_qeglobals.d_points[besti], ( buttons & MK_CONTROL ) != 0, ( buttons & MK_SHIFT ) != 0 );
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
void SelectSplinePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
|
|
int i, besti;
|
|
float d, bestd;
|
|
idVec3 temp;
|
|
|
|
// find the point closest to the ray
|
|
besti = -1;
|
|
bestd = 8;
|
|
|
|
for (i = 0; i < g_qeglobals.d_numpoints; i++) {
|
|
temp = g_qeglobals.d_points[i] - org;
|
|
d = temp * dir;
|
|
temp = org + d * dir;
|
|
temp = g_qeglobals.d_points[i] - temp;
|
|
d = temp.Length();
|
|
if ( d <= bestd ) {
|
|
bestd = d;
|
|
besti = i;
|
|
}
|
|
}
|
|
|
|
if (besti == -1) {
|
|
return;
|
|
}
|
|
|
|
Sys_Status("hit curve point\n");
|
|
g_qeglobals.d_num_move_points = 0;
|
|
g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];
|
|
|
|
// g_splineList->setSelectedPoint(&g_qeglobals.d_points[besti]);
|
|
}
|