doom3/neo/tools/radiant/autocaulk.cpp

340 lines
10 KiB
C++
Raw Normal View History

2011-11-22 21:28:15 +00:00
/*
===========================================================================
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 "../../idlib/precompiled.h"
#pragma hdrstop
#include "qe3.h"
#include "Radiant.h"
#include "autocaulk.h"
// Note: the code in here looks pretty goofy in places, and probably doesn't use the new Q4 class stuff fully,
// but I just got it in and compiling from the JK2/SOF2 Radiants via some ugly code replaces, and it works, so there.
// Also, a bunch of Radiant fields no longer exist in this codebase, likewise the whole point of passing in the bool
// to this code, but I've just left it as-is. A designer tested it and pronounced it fine.
//#pragma warning( disable : 4786)
//#include <list>
//using namespace std;
//#pragma warning( disable : 4786)
#undef strnicmp
#define strnicmp idStr::Icmpn
#if 1
//extern void ClearBounds (idVec3 mins, idVec3 maxs);
//extern void AddPointToBounds (const idVec3 v, idVec3 mins, idVec3 maxs);
void ClearBounds (idVec3 &mins, idVec3 &maxs)
{
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
}
void AddPointToBounds( const idVec3 &v, idVec3 &mins, idVec3 &maxs )
{
int i;
float val;
for (i=0 ; i<3 ; i++)
{
val = v[i];
if (val < mins[i])
mins[i] = val;
if (val > maxs[i])
maxs[i] = val;
}
}
static void FloorBounds(idVec3 &mins, idVec3 &maxs)
{
for (int i=0 ; i<3 ; i++)
{
mins[i] = floor(mins[i] + 0.5);
maxs[i] = floor(maxs[i] + 0.5);
}
}
static LPCSTR vtos(idVec3 &v3)
{
return va("%.3ff,%.3f,%.3f",v3[0],v3[1],v3[2]);
}
struct PairBrushFace_t
{
face_t* pFace;
brush_t* pBrush;
};
idList < PairBrushFace_t > FacesToCaulk;
void Select_AutoCaulk()
{
/*Sys_Printf*/common->Printf("Caulking...\n");
FacesToCaulk.Clear();
int iSystemBrushesSkipped = 0;
face_t *pSelectedFace;
brush_t *next;
for (brush_t *pSelectedBrush = selected_brushes.next ; pSelectedBrush != &selected_brushes ; pSelectedBrush = next)
{
next = pSelectedBrush->next;
if (pSelectedBrush->owner->eclass->fixedsize)
continue; // apparently this means it's a model, so skip it...
// new check, we can't caulk a brush that has any "system/" faces...
//
bool bSystemFacePresent = false;
for ( pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
{
if (!strnicmp(pSelectedFace->d_texture->GetName(),"system/",7))
{
bSystemFacePresent = true;
break;
}
}
if (bSystemFacePresent)
{
iSystemBrushesSkipped++;
continue; // verboten to caulk this.
}
for (int iBrushListToScan = 0; iBrushListToScan<2; iBrushListToScan++)
{
brush_t *snext;
for (brush_t *pScannedBrush = (iBrushListToScan?active_brushes.next:selected_brushes.next); pScannedBrush != (iBrushListToScan?&active_brushes:&selected_brushes) ; pScannedBrush = snext)
{
snext = pScannedBrush->next;
if ( pScannedBrush == pSelectedBrush)
continue;
if (pScannedBrush->owner->eclass->fixedsize || pScannedBrush->pPatch || pScannedBrush->hiddenBrush)
continue;
if (FilterBrush(pScannedBrush))
continue;
// idMaterial stuff no longer support this, not sure what else to do.
// Searching for other occurences of QER_NOCARVE just shows people REMing the code and ignoring ths issue...
//
// if (pScannedBrush->brush_faces->d_texture->bFromShader && (pScannedBrush->brush_faces->d_texture->TestMaterialFlag(QER_NOCARVE)))
// continue;
// basic-reject first to see if brushes can even possibly touch (coplanar counts as touching)
//
int i;
for (i=0 ; i<3 ; i++)
{
if (pSelectedBrush->mins[i] > pScannedBrush->maxs[i] ||
pSelectedBrush->maxs[i] < pScannedBrush->mins[i])
{
break;
}
}
if (i != 3)
continue; // can't be touching
// ok, now for the clever stuff, we need to detect only those faces that are both coplanar and smaller
// or equal to the face they're coplanar with...
//
for (pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
{
idWinding *pSelectedWinding = pSelectedFace->face_winding;
if (!pSelectedWinding)
continue; // freed face, probably won't happen here, but who knows with this program?
// SquaredFace_t SelectedSquaredFace;
// WindingToSquaredFace( &SelectedSquaredFace, pSelectedWinding);
for (face_t *pScannedFace = pScannedBrush->brush_faces; pScannedFace; pScannedFace = pScannedFace->next)
{
// don't even try caulking against a system face, because these are often transparent and will leave holes
//
if (!strnicmp(pScannedFace->d_texture->GetName(),"system/",7))
continue;
// and don't try caulking against something inherently transparent...
//
if (pScannedFace->d_texture->TestMaterialFlag(QER_TRANS))
continue;
idWinding *pScannedWinding = pScannedFace->face_winding;
if (!pScannedWinding)
continue; // freed face, probably won't happen here, but who knows with this program?
// SquaredFace_t ScannedSquaredFace;
// WindingToSquaredFace( &ScannedSquaredFace, pScannedWinding);
/* if (VectorCompare(ScannedSquaredFace.v3NormalisedRotationVector, SelectedSquaredFace.v3NormalisedRotationVector)
&&
VectorCompare(ScannedSquaredFace.v3NormalisedElevationVector, SelectedSquaredFace.v3NormalisedElevationVector)
)
*/
{
// brush faces are in parallel planes to each other, so check that their normals
// are opposite, by adding them together and testing for zero...
// (if normals are opposite, then faces can be against/touching each other?)
//
idVec3 v3ZeroTest;
idVec3 v3Zero;v3Zero.Zero(); //static idVec3 v3Zero={0,0,0};
VectorAdd(pSelectedFace->plane.Normal(),pScannedFace->plane.Normal(),v3ZeroTest);
if (v3ZeroTest == v3Zero)
{
// planes are facing each other...
//
// coplanar? (this is some maths of Gil's, which I don't even pretend to understand)
//
float fTotalDist = 0;
for (int _i=0; _i<3; _i++)
{
fTotalDist += fabs( DotProduct(pSelectedFace->plane.Normal(),(*pSelectedWinding)[0])
-
DotProduct(pSelectedFace->plane.Normal(),(*pScannedWinding)[i])
);
}
//OutputDebugString(va("Dist = %g\n",fTotalDist));
if (fTotalDist > 0.01)
continue;
// every point in the selected face must be within (or equal to) the bounds of the
// scanned face...
//
// work out the bounds first...
//
idVec3 v3ScannedBoundsMins, v3ScannedBoundsMaxs;
ClearBounds (v3ScannedBoundsMins, v3ScannedBoundsMaxs);
int iPoint;
for (iPoint=0; iPoint<pScannedWinding->GetNumPoints(); iPoint++)
{
AddPointToBounds( (*pScannedWinding)[iPoint].ToVec3(), v3ScannedBoundsMins, v3ScannedBoundsMaxs);
}
// floor 'em... (or .001 differences mess things up...
//
FloorBounds(v3ScannedBoundsMins, v3ScannedBoundsMaxs);
// now check points from selected face...
//
bool bWithin = true;
for (iPoint=0; iPoint < pSelectedWinding->GetNumPoints(); iPoint++)
{
for (int iXYZ=0; iXYZ<3; iXYZ++)
{
float f = floor((*pSelectedWinding)[iPoint][iXYZ] + 0.5);
if (!
(
f >= v3ScannedBoundsMins[iXYZ]
&&
f <= v3ScannedBoundsMaxs[iXYZ]
)
)
{
bWithin = false;
}
}
}
if (bWithin)
{
PairBrushFace_t PairBrushFace;
PairBrushFace.pFace = pSelectedFace;
PairBrushFace.pBrush= pSelectedBrush;
FacesToCaulk.Append(PairBrushFace);
}
}
}
}
}
}
}
}
// apply caulk...
//
int iFacesCaulked = 0;
if (FacesToCaulk.Num())
{
LPCSTR psCaulkName = "textures/common/caulk";
const idMaterial *pCaulk = Texture_ForName(psCaulkName);
if (pCaulk)
{
//
// and call some other junk that Radiant wants so so we can use it later...
//
texdef_t tex;
memset (&tex, 0, sizeof(tex));
tex.scale[0] = 1;
tex.scale[1] = 1;
//tex.flags = pCaulk->flags; // field missing in Q4
//tex.value = pCaulk->value; // ditto
//tex.contents = pCaulk->contents; // ditto
tex.SetName( pCaulk->GetName() );
//Texture_SetTexture (&tex);
for (int iListEntry = 0; iListEntry < FacesToCaulk.Num(); iListEntry++)
{
PairBrushFace_t &PairBrushFace = FacesToCaulk[iListEntry];
face_t *pFace = PairBrushFace.pFace;
brush_t*pBrush= PairBrushFace.pBrush;
pFace->d_texture = pCaulk;
pFace->texdef = tex;
Face_FitTexture(pFace, 1, 1); // this doesn't work here for some reason... duh.
Brush_Build(pBrush);
iFacesCaulked++;
}
}
else
{
/*Sys_Printf*/common->Printf(" Unable to locate caulk texture at: \"%s\"!\n",psCaulkName);
}
}
/*Sys_Printf*/common->Printf("( %d faces caulked )\n",iFacesCaulked);
if (iSystemBrushesSkipped)
{
/*Sys_Printf*/common->Printf("( %d system-faced brushes skipped )\n",iSystemBrushesSkipped);
}
Sys_UpdateWindows (W_ALL);
}
#endif