gtkradiant/contrib/gtkgensurf/dec.cpp

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/*
GenSurf plugin for GtkRadiant
Copyright (C) 2001 David Hyde, Loki software and qeradiant.com
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#define SINGLE
#ifdef SINGLE
#define REAL float
#else /* not SINGLE */
#define REAL double
#endif /* not SINGLE */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "gensurf.h"
#include "triangle.h"
typedef struct
{
float error;
int node;
} TRITABLE;
double dh, dv;
int NVP1;
#define Absolute( a ) ( ( a ) >= 0.0 ? ( a ) : -( a ) )
void MakeDecimatedMap( int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri ){
int compare( TRITABLE *, TRITABLE * );
int Bisect( NODE *, int, int, int );
void CalcAngles( NODE *, int *, float * );
void EdgeOnSide( int *, int *, int * );
int tricall( int, NODE *, int *, TRI * *, TRI * *, const char * );
int CheckBorders( int *,int,NODE *,int *,TRI * * );
float biggesterror;
int i, j, N;
int j0, j1, j2;
int NumNodesToSave;
int NumNodesUsed;
NODE *Node;
TRI *Tri;
TRITABLE *TriTable;
if ( Decimate <= 0 ) {
return;
}
/*
ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
SetCursor(ghCursorCurrent);
*/
dh = ( Hur - Hll ) / NH;
dv = ( Vur - Vll ) / NV;
NVP1 = NV + 1;
NumNodes[0] = ( NH + 1 ) * ( NVP1 );
*pNode = (NODE *) malloc( NumNodes[0] * sizeof( NODE ) );
Node = *pNode;
memset( Node,0,NumNodes[0] * sizeof( NODE ) );
// Copy [NH][NV] vertex array to our working node array
for ( i = 0,N = 0; i <= NH; i++ )
{
for ( j = 0; j <= NV; j++, N++ )
{
Node[N].p[0] = (float)xyz[i][j].p[0];
Node[N].p[1] = (float)xyz[i][j].p[1];
Node[N].p[2] = (float)xyz[i][j].p[2];
Node[N].fixed = xyz[i][j].fixed;
}
}
// Start things off with the corner values
Node[ 0].used = 1;
Node[NV].used = 1;
Node[NH * NVP1].used = 1;
Node[NH * NVP1 + NV].used = 1;
NumNodesUsed = 4;
tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
// Which coordinates are we triangulating on?
switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
j0 = 1;
j1 = 0;
j2 = 2;
break;
case PLANE_YZ0:
case PLANE_YZ1:
j0 = 0;
j1 = 1;
j2 = 2;
break;
default:
j0 = 2;
j1 = 0;
j2 = 1;
}
// TriTable stores the largest error in a triangle and the node where that
// error occurs
TriTable = (TRITABLE *) malloc( NH * NV * 2 * sizeof( TRITABLE ) );
NumNodesToSave = min( NumNodes[0], (int)( 0.01 * ( 100 - Decimate ) * ( NumNodes[0] - NumNodesUsed ) + NumNodesUsed ) );
while ( NumNodesUsed < NumNodesToSave )
{
for ( i = 0; i < NumTris[0]; i++ )
Tri[i].flag = 0;
// For every node that's not currently used, find what triangle it
// lies on, and the error at this node
for ( i = 0, biggesterror = 0; i < NumNodes[0]; i++ )
{
if ( Node[i].used ) {
continue;
}
for ( j = 0, Node[i].tri = -1; ( j < NumTris[0] ) && ( Node[i].tri == -1 ); j++ )
{
if ( side( Node[i].p[j1], Node[i].p[j2],
Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
continue;
}
if ( side( Node[i].p[j1], Node[i].p[j2],
Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
continue;
}
if ( side( Node[i].p[j1], Node[i].p[j2],
Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
continue;
}
Node[i].tri = j;
}
if ( Node[i].tri < 0 ) {
/*
ghCursorCurrent = ghCursorDefault;
SetCursor(ghCursorCurrent);
*/
g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
"Error: Couldn't find the triangle bounding a point.",
"Decimation Error",MB_ICONEXCLAMATION, NULL );
return;
}
if ( !Tri[Node[i].tri].flag ) {
PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
Node[Tri[Node[i].tri].v[1]].p,
Node[Tri[Node[i].tri].v[2]].p,
&Tri[Node[i].tri].plane );
Tri[Node[i].tri].flag = 1;
}
Node[i].error =
Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
Tri[Node[i].tri].plane.normal[j0];
biggesterror = max( biggesterror,Absolute( Node[i].error ) );
}
if ( biggesterror == 0 ) {
NumNodesToSave = NumNodesUsed;
}
else
{
// For all current triangles, build a list of worst-case nodes
memset( TriTable,0,NH * NV * 2 * sizeof( TRITABLE ) );
for ( i = 0; i < NumNodes[0]; i++ )
{
if ( Node[i].used ) {
continue;
}
if ( Absolute( Node[i].error ) > TriTable[Node[i].tri].error ) {
TriTable[Node[i].tri].error = (float)( Absolute( Node[i].error ) );
TriTable[Node[i].tri].node = i;
}
}
qsort( (void *)TriTable, (size_t)( NumTris[0] ), sizeof( TRITABLE ), ( int ( * )( const void *, const void * ) )compare );
for ( i = 0; i < NumTris[0] && NumNodesUsed < NumNodesToSave && TriTable[i].error > 0.5 * biggesterror; i++ )
{
if ( Node[TriTable[i].node].used ) {
continue; // shouldn't happen
}
NumNodesUsed++;
Node[TriTable[i].node].used++;
}
free( Tri );
tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
// Sliver-check along borders. Since borders are often linear, the errors
// along borders will often be zero, so no new points will be added. This
// tends to produce long, thin brushes. For all border triangles, check
// that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
// vertex.
while ( CheckBorders( &NumNodesUsed,NumNodes[0],Node,NumTris,pTri ) > 0 )
{
}
Tri = *pTri;
}
}
free( TriTable );
// One last time (because we're pessimistic), check border triangles
// CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri);
// Tri = *pTri;
// Check that all fixed points are exact. If not, add them to the mix.
// First check to see if we have any fixed points that aren't already used.
for ( i = 0, N = 0; i < NumNodes[0] && !N; i++ )
{
if ( Node[i].used ) {
continue;
}
if ( Node[i].fixed ) {
N++;
}
}
if ( N ) {
// Zero out the flag member of all triangles, indicating that
// the plane equation has not been found.
for ( i = 0; i < NumTris[0]; i++ )
Tri[i].flag = 0;
for ( i = 0; i < NumNodes[0]; i++ )
{
if ( Node[i].used ) {
continue;
}
if ( !Node[i].fixed ) {
continue;
}
Node[i].tri = -1;
for ( j = 0; j < NumTris[0] && Node[i].tri == -1; j++ )
{
if ( side( Node[i].p[j1], Node[i].p[j2],
Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
continue;
}
if ( side( Node[i].p[j1], Node[i].p[j2],
Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
continue;
}
if ( side( Node[i].p[j1], Node[i].p[j2],
Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
continue;
}
Node[i].tri = j;
}
if ( Node[i].tri < 0 ) {
/*
ghCursorCurrent = ghCursorDefault;
SetCursor(ghCursorCurrent);
*/
g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
"Error: Couldn't find the triangle bounding a point.",
"Decimation Error",MB_ICONEXCLAMATION, NULL );
return;
}
if ( !Tri[Node[i].tri].flag ) {
PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
Node[Tri[Node[i].tri].v[1]].p,
Node[Tri[Node[i].tri].v[2]].p,
&Tri[Node[i].tri].plane );
Tri[Node[i].tri].flag = 1;
}
Node[i].error =
Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
Tri[Node[i].tri].plane.normal[j0];
if ( Absolute( Node[i].error ) > 0.5 ) {
NumNodesUsed++;
Node[i].used++;
free( Tri );
tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
}
}
}
// Swap node orders for surfaces facing down, north or west so that
// they are counterclockwise when facing the surface
if ( ( Plane == PLANE_XY1 ) || ( Plane == PLANE_XZ0 ) || ( Plane == PLANE_YZ1 ) ) {
for ( i = 0; i < NumTris[0]; i++ )
{
j = Tri[i].v[1];
Tri[i].v[1] = Tri[i].v[2];
Tri[i].v[2] = j;
}
}
// Store bounding box coords
for ( i = 0; i < NumTris[0]; i++ )
{
Tri[i].min[0] = Node[Tri[i].v[0]].p[0];
Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[1]].p[0] );
Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[2]].p[0] );
Tri[i].min[1] = Node[Tri[i].v[0]].p[1];
Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[1]].p[1] );
Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[2]].p[1] );
Tri[i].min[2] = Node[Tri[i].v[0]].p[2];
Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[1]].p[2] );
Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[2]].p[2] );
Tri[i].max[0] = Node[Tri[i].v[0]].p[0];
Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[1]].p[0] );
Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[2]].p[0] );
Tri[i].max[1] = Node[Tri[i].v[0]].p[1];
Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[1]].p[1] );
Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[2]].p[1] );
Tri[i].max[2] = Node[Tri[i].v[0]].p[2];
Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[1]].p[2] );
Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[2]].p[2] );
}
/*
ghCursorCurrent = ghCursorDefault;
SetCursor(ghCursorCurrent);
*/
}
/* end MakeDecimatedMap */
/*****************************************************************************/
/* */
/* tricall Takes an array of nodes, spits out an array of triangles */
/* */
/*****************************************************************************/
int tricall( int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, const char *Options ){
struct triangulateio in, out;
int i, N;
int NumUsedNodes;
int *NodeTable;
TRI *ptri;
/* Define input points. */
for ( i = 0,NumUsedNodes = 0; i < NumNodes; i++ )
if ( Node[i].used ) {
NumUsedNodes++;
}
memset( &in, 0,sizeof( in ) );
memset( &out,0,sizeof( out ) );
NodeTable = (int *) malloc( NumUsedNodes * sizeof( int ) );
in.numberofpoints = NumUsedNodes;
in.numberofpointattributes = 0;
in.pointlist = (REAL *) malloc( in.numberofpoints * 2 * sizeof( REAL ) );
for ( i = 0,N = 0; i < NumNodes; i++ )
{
if ( Node[i].used ) {
switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
in.pointlist[N * 2 ] = Node[i].p[0];
in.pointlist[N * 2 + 1] = Node[i].p[2];
break;
case PLANE_YZ0:
case PLANE_YZ1:
in.pointlist[N * 2 ] = Node[i].p[1];
in.pointlist[N * 2 + 1] = Node[i].p[2];
break;
default:
in.pointlist[N * 2 ] = Node[i].p[0];
in.pointlist[N * 2 + 1] = Node[i].p[1];
}
NodeTable[N] = i;
N++;
}
}
in.pointattributelist = (REAL *) NULL;
in.pointmarkerlist = (int *) NULL;
if ( strstr( Options,"r" ) ) {
int *TriTable;
TriTable = (int *) malloc( NumNodes * sizeof( int ) );
for ( i = 0,N = 0; i < NumNodes; i++ )
{
if ( Node[i].used ) {
TriTable[i] = N;
N++;
}
}
in.numberoftriangles = NumTris[0];
in.numberofcorners = 3;
in.numberoftriangleattributes = 0;
in.trianglelist = (int *) malloc( in.numberofcorners * in.numberoftriangles * sizeof( int ) );
in.triangleattributelist = (REAL *) NULL;
in.trianglearealist = (REAL *) NULL;
ptri = *inTri;
for ( i = 0; i < in.numberoftriangles; i++ )
{
in.trianglelist[i * in.numberofcorners ] = TriTable[ptri[i].v[0]];
in.trianglelist[i * in.numberofcorners + 1] = TriTable[ptri[i].v[1]];
in.trianglelist[i * in.numberofcorners + 2] = TriTable[ptri[i].v[2]];
}
free( TriTable );
}
else
{
in.numberoftriangles = 0;
in.numberofcorners = 3;
in.numberoftriangleattributes = 0;
in.trianglelist = (int *) NULL;
in.triangleattributelist = (REAL *) NULL;
in.trianglearealist = (REAL *) NULL;
}
in.numberofsegments = 0;
in.segmentlist = (int *) NULL;
in.segmentmarkerlist = (int *) NULL;
in.numberofholes = 0;
in.holelist = (REAL *) NULL;
in.numberofregions = 0;
in.regionlist = (REAL *) NULL;
in.numberofedges = 0;
in.edgelist = (int *) NULL;
in.edgemarkerlist = (int *) NULL;
in.normlist = (REAL *) NULL;
/* Make necessary initializations */
out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
number of point attributes is zero: */
out.pointmarkerlist = (int *) NULL; /* Not needed if -N or -B switch used. */
out.trianglelist = (int *) NULL; /* Not needed if -E switch used. */
out.triangleattributelist = (REAL *) NULL; /* Not needed if -E switch used or
number of triangle attributes is
zero: */
out.trianglearealist = (REAL *) NULL;
out.neighborlist = (int *) NULL; /* Needed only if -n switch used. */
out.segmentlist = (int *) NULL; /* Needed only if segments are output
(-p or -c) and -P not used: */
out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output
(-p or -c) and -P and -B not used: */
out.edgelist = (int *) NULL; /* Needed only if -e switch used. */
out.edgemarkerlist = (int *) NULL; /* Needed if -e used and -B not used. */
triangulate( (char *) Options, &in, &out, NULL );
NumTris[0] = out.numberoftriangles;
*Tri = (TRI *) malloc( NumTris[0] * sizeof( TRI ) );
ptri = *Tri;
for ( i = 0; i < NumTris[0]; i++ )
{
ptri[i].v[0] = NodeTable[out.trianglelist[i * out.numberofcorners ]];
ptri[i].v[1] = NodeTable[out.trianglelist[i * out.numberofcorners + 1]];
ptri[i].v[2] = NodeTable[out.trianglelist[i * out.numberofcorners + 2]];
ptri[i].n[0] = out.neighborlist[i * 3 ];
ptri[i].n[1] = out.neighborlist[i * 3 + 1];
ptri[i].n[2] = out.neighborlist[i * 3 + 2];
}
/* Free all allocated arrays, including those allocated by Triangle. */
if ( in.pointlist ) {
free( in.pointlist );
}
if ( in.pointattributelist ) {
free( in.pointattributelist );
}
if ( in.pointmarkerlist ) {
free( in.pointmarkerlist );
}
if ( in.trianglelist ) {
free( in.trianglelist );
}
if ( in.triangleattributelist ) {
free( in.triangleattributelist );
}
if ( in.trianglearealist ) {
free( in.trianglearealist );
}
if ( in.neighborlist ) {
free( in.neighborlist );
}
if ( in.segmentlist ) {
free( in.segmentlist );
}
if ( in.segmentmarkerlist ) {
free( in.segmentmarkerlist );
}
if ( in.holelist ) {
free( in.holelist );
}
if ( in.regionlist ) {
free( in.regionlist );
}
if ( in.edgelist ) {
free( in.edgelist );
}
if ( in.edgemarkerlist ) {
free( in.edgemarkerlist );
}
if ( in.normlist ) {
free( in.normlist );
}
if ( out.pointlist ) {
free( out.pointlist );
}
if ( out.pointattributelist ) {
free( out.pointattributelist );
}
if ( out.pointmarkerlist ) {
free( out.pointmarkerlist );
}
if ( out.trianglelist ) {
free( out.trianglelist );
}
if ( out.triangleattributelist ) {
free( out.triangleattributelist );
}
if ( out.trianglearealist ) {
free( out.trianglearealist );
}
if ( out.neighborlist ) {
free( out.neighborlist );
}
if ( out.segmentlist ) {
free( out.segmentlist );
}
if ( out.segmentmarkerlist ) {
free( out.segmentmarkerlist );
}
if ( out.holelist ) {
free( out.holelist );
}
if ( out.regionlist ) {
free( out.regionlist );
}
if ( out.edgelist ) {
free( out.edgelist );
}
if ( out.edgemarkerlist ) {
free( out.edgemarkerlist );
}
if ( out.normlist ) {
free( out.normlist );
}
free( NodeTable );
return 0;
}
void EdgeOnSide( int *v, int *edge, int *border ){
int R;
int k0, k1, N;
float Ndv;
border[0] = -1;
if ( ( v[0] <= NV ) && ( v[1] <= NV ) ) {
edge[0] = 0;
border[0] = 0;
}
if ( ( v[1] <= NV ) && ( v[2] <= NV ) ) {
edge[0] = 1;
border[0] = 0;
}
if ( ( v[2] <= NV ) && ( v[0] <= NV ) ) {
edge[0] = 2;
border[0] = 0;
}
R = NH * NVP1;
if ( ( v[0] >= R ) && ( v[1] >= R ) ) {
edge[0] = 0;
border[0] = 1;
}
if ( ( v[1] >= R ) && ( v[2] >= R ) ) {
edge[0] = 1;
border[0] = 1;
}
if ( ( v[2] >= R ) && ( v[0] >= R ) ) {
edge[0] = 2;
border[0] = 1;
}
if ( border[0] >= 0 ) {
k0 = edge[0];
k1 = ( k0 + 1 ) % 3;
N = Absolute( v[k0] - v[k1] );
Ndv = (float)( N * dv );
}
if ( ( ( v[0] % NVP1 ) == 0 ) && ( ( v[1] % NVP1 ) == 0 ) ) {
if ( border[0] >= 0 ) {
if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
return;
}
}
edge[0] = 0;
border[0] = 2;
return;
}
if ( ( ( v[1] % NVP1 ) == 0 ) && ( ( v[2] % NVP1 ) == 0 ) ) {
if ( border[0] >= 0 ) {
if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
return;
}
}
edge[0] = 1;
border[0] = 2;
return;
}
if ( ( ( v[2] % NVP1 ) == 0 ) && ( ( v[0] % NVP1 ) == 0 ) ) {
if ( border[0] >= 0 ) {
if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
return;
}
}
edge[0] = 2;
border[0] = 2;
return;
}
if ( ( ( v[0] % NVP1 ) == NV ) && ( ( v[1] % NVP1 ) == NV ) ) {
if ( border[0] >= 0 ) {
if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
return;
}
}
edge[0] = 0;
border[0] = 3;
return;
}
if ( ( ( v[1] % NVP1 ) == NV ) && ( ( v[2] % NVP1 ) == NV ) ) {
if ( border[0] >= 0 ) {
if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
return;
}
}
edge[0] = 1;
border[0] = 3;
return;
}
if ( ( ( v[2] % NVP1 ) == NV ) && ( ( v[0] % NVP1 ) == NV ) ) {
if ( border[0] >= 0 ) {
if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
return;
}
}
edge[0] = 2;
border[0] = 3;
return;
}
return;
}
void CalcAngles( NODE *node, int *v, float *angle ){
int i, j, k;
vec l;
vec x0, x1, x2, y0, y1, y2;
vec2 vv[3];
vec dot;
switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
i = 0;
j = 2;
break;
case PLANE_YZ0:
case PLANE_YZ1:
i = 1;
j = 2;
break;
default:
i = 0;
j = 1;
}
x0 = node[v[0]].p[i];
x1 = node[v[1]].p[i];
x2 = node[v[2]].p[i];
y0 = node[v[0]].p[j];
y1 = node[v[1]].p[j];
y2 = node[v[2]].p[j];
vv[0][0] = x1 - x0;
vv[0][1] = y1 - y0;
vv[1][0] = x2 - x1;
vv[1][1] = y2 - y1;
vv[2][0] = x0 - x2;
vv[2][1] = y0 - y2;
for ( k = 0; k < 3; k++ )
{
l = (vec)( sqrt( vv[k][0] * vv[k][0] + vv[k][1] * vv[k][1] ) );
if ( l > 0. ) {
vv[k][0] /= l;
vv[k][1] /= l;
}
}
dot = -( vv[0][0] * vv[2][0] + vv[0][1] * vv[2][1] );
angle[0] = (float)( acos( dot ) );
dot = -( vv[1][0] * vv[0][0] + vv[1][1] * vv[0][1] );
angle[1] = (float)( acos( dot ) );
dot = -( vv[2][0] * vv[1][0] + vv[2][1] * vv[1][1] );
angle[2] = (float)( acos( dot ) );
}
//=================================================================
int Bisect( NODE *node, int border, int j0, int j1 ){
int k;
switch ( border )
{
case 0:
k = ( j0 + j1 ) / 2;
break;
case 1:
k = ( j0 + j1 ) / 2;
break;
case 2:
k = (int)( ( j0 + j1 ) / ( 2 * NVP1 ) ) * NVP1;
break;
case 3:
k = (int)( ( j0 + j1 + 2 ) / ( 2 * NVP1 ) ) * NVP1 - 1;
break;
}
return( ( ( k != j0 ) && ( k != j1 ) ) ? k : 0 );
}
//=================================================================
int compare( TRITABLE *t1, TRITABLE *t2 ){
if ( t1->error > t2->error ) {
return -1;
}
if ( t1->error < t2->error ) {
return 1;
}
return 0;
}
void MakeBrushes( int NumTris, NODE *Node, TRI *Tri,bool surf,
int offset,char *texture0, char *texture1, char *texture2 ){
extern double backface;
BRUSH brush;
int contents;
int i, j;
float Steep;
vec3_t PlaneNormal,SurfNormal;
bool CheckAngle;
vec3_t t[2];
// if texture2 is identical to texture0, there's no need to
// check surface angle
if ( !g_ascii_strcasecmp( texture0,texture2 ) || !strlen( texture2 ) ) {
CheckAngle = FALSE;
}
else
{
CheckAngle = TRUE;
Steep = (float)cos( (double)SlantAngle / 57.2957795 );
switch ( Plane )
{
case PLANE_XY0: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
case PLANE_XY1: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = -1.; break;
case PLANE_XZ0: PlaneNormal[0] = 0.; PlaneNormal[1] = 1.; PlaneNormal[2] = 1.; break;
case PLANE_XZ1: PlaneNormal[0] = 0.; PlaneNormal[1] = -1.; PlaneNormal[2] = 1.; break;
case PLANE_YZ0: PlaneNormal[0] = 1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
case PLANE_YZ1: PlaneNormal[0] = -1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
}
}
contents = 0;
if ( surf ) {
if ( UseDetail ) {
contents += CONTENTS_DETAIL;
}
if ( UseLadder ) {
contents += CONTENTS_LADDER;
}
}
OpenFuncGroup();
for ( i = 0; i < NumTris; i++ )
{
brush.Number = i;
brush.NumFaces = 5;
// front
brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];
brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];
brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];
brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];
brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];
if ( offset != 0 ) {
switch ( Plane )
{
case PLANE_XY0:
brush.face[0].v[0][2] += offset;
brush.face[0].v[1][2] += offset;
brush.face[0].v[1][2] += offset;
break;
case PLANE_XY1:
brush.face[0].v[0][2] -= offset;
brush.face[0].v[1][2] -= offset;
brush.face[0].v[1][2] -= offset;
break;
case PLANE_XZ0:
brush.face[0].v[0][1] += offset;
brush.face[0].v[1][1] += offset;
brush.face[0].v[1][1] += offset;
break;
case PLANE_XZ1:
brush.face[0].v[0][1] -= offset;
brush.face[0].v[1][1] -= offset;
brush.face[0].v[1][1] -= offset;
break;
case PLANE_YZ0:
brush.face[0].v[0][0] += offset;
brush.face[0].v[1][0] += offset;
brush.face[0].v[1][0] += offset;
break;
case PLANE_YZ1:
brush.face[0].v[0][0] -= offset;
brush.face[0].v[1][0] -= offset;
brush.face[0].v[1][0] -= offset;
break;
}
}
switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
// back
brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[1].v[0][1] = (float)backface;
brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[1].v[1][1] = (float)backface;
brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[1].v[2][1] = (float)backface;
brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
// 0-1 side
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[2][1] = (float)backface;
brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
// 1-2 side
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[2][1] = (float)backface;
brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
// 2-0 side
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[2][1] = (float)backface;
brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
break;
case PLANE_YZ0:
case PLANE_YZ1:
// back
brush.face[1].v[0][0] = (float)backface;
brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
brush.face[1].v[1][0] = (float)backface;
brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
brush.face[1].v[2][0] = (float)backface;
brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
// 0-1 side
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
brush.face[2].v[2][0] = (float)backface;
brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
// 1-2 side
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
brush.face[3].v[2][0] = (float)backface;
brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
// 2-0 side
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
brush.face[4].v[2][0] = (float)backface;
brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
break;
default:
// back
brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[1].v[0][2] = (float)backface;
brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[1].v[1][2] = (float)backface;
brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[1].v[2][2] = (float)backface;
// 0-1 side
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[2][2] = (float)backface;
// 1-2 side
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[2][2] = (float)backface;
// 2-0 side
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[2][2] = (float)backface;
}
for ( j = 0; j < 5; j++ )
{
strcpy( brush.face[j].texture,
( strlen( texture1 ) ? texture1 : texture0 ) );
brush.face[j].Shift[0] = (float)TexOffset[0];
brush.face[j].Shift[1] = (float)TexOffset[1];
brush.face[j].Rotate = 0.;
brush.face[j].Scale[0] = (float)TexScale[0];
brush.face[j].Scale[1] = (float)TexScale[1];
brush.face[j].Contents = contents;
if ( surf ) {
brush.face[j].Surface = 0;
}
else{
brush.face[j].Surface = SURF_HINT;
}
brush.face[j].Value = 0;
}
if ( CheckAngle ) {
XYZVectorSubtract( brush.face[0].v[2],brush.face[0].v[0],t[0] );
XYZVectorSubtract( brush.face[0].v[1],brush.face[0].v[2],t[1] );
CrossProduct( t[0],t[1],SurfNormal );
VectorNormalize( SurfNormal,SurfNormal );
if ( DotProduct( SurfNormal,PlaneNormal ) < Steep ) {
strcpy( brush.face[0].texture,texture2 );
}
else{
strcpy( brush.face[0].texture,texture0 );
}
}
else{
strcpy( brush.face[0].texture,texture0 );
}
if ( surf ) {
brush.face[0].Value = ArghRad2;
}
MakeBrush( &brush );
}
CloseFuncGroup();
} // end MakeBrushes
//=================================================================
void MapOut( int NumNodes,int NumTris, NODE *Node, TRI *Tri ){
extern double backface;
extern double xmin, xmax, ymin, ymax, zmin, zmax;
BRUSH brush;
char hint[32], skip[32];
int i, j;
int face;
/*
ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
SetCursor(ghCursorCurrent);
*/
UseDetail = 1; // this is temporary
MakeBrushes( NumTris,Node,Tri,TRUE,0,Texture[Game][0],Texture[Game][1],Texture[Game][2] );
if ( AddHints || GimpHints ) {
switch ( Game )
{
case SIN:
strcpy( hint,"generic/misc/hint" );
strcpy( skip,"generic/misc/skip" );
break;
case HALFLIFE:
strcpy( hint,"HINT" );
strcpy( skip,"HINT" );
break;
case HERETIC2:
strcpy( hint,"general/hint" );
strcpy( skip,"general/skip" );
break;
case KINGPIN:
strcpy( hint,"common/0_hint" );
strcpy( skip,"common/0_skip" );
break;
case QUAKE3:
strcpy( hint,"common/hint" );
strcpy( skip,"common/skip" );
break;
default:
strcpy( hint,"e1u1/hint" );
strcpy( skip,"e1u1/skip" );
}
}
if ( GimpHints ) {
MakeBrushes( NumTris,Node,Tri,FALSE,HINT_OFFSET,hint,hint,hint );
}
if ( AddHints == 1 ) {
int j0, j1, j2, k, k0, k1;
int q[4];
int w,h,h0,h1,t,OK;
float s[3];
double front;
int MaxHints; // We don't want a whole slew of hint brushes, which we'd get
// with low decimation values and our current placement scheme.
// Limit number of hint brushes to number of undecimated grid
// squares.
switch ( Plane )
{
case PLANE_XY1:
front = LessThan( zmin,32. );
break;
case PLANE_XZ0:
front = MoreThan( ymax,32. );
break;
case PLANE_XZ1:
front = LessThan( ymin,32. );
break;
case PLANE_YZ0:
front = MoreThan( xmax,32. );
break;
case PLANE_YZ1:
front = LessThan( xmin,32. );
break;
default:
front = MoreThan( zmax,32. );
}
for ( i = 0; i < NumTris; i++ )
Tri[i].flag = 0;
switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
j0 = 1;
j1 = 0;
j2 = 2;
break;
case PLANE_YZ0:
case PLANE_YZ1:
j0 = 0;
j1 = 1;
j2 = 2;
break;
default:
j0 = 2;
j1 = 0;
j2 = 1;
}
brush.Number = 0;
brush.NumFaces = 6;
MaxHints = NH * NV - 1;
for ( w = 1; w < min( 16,NH ) && brush.Number < MaxHints; w++ )
{
for ( h = max( 1,w / 2 ); h < min( 16,NV ) && brush.Number < MaxHints; h++ )
{
for ( i = 0; i <= NH - w && brush.Number < MaxHints; i++ )
{
for ( j = 0; j <= NV - h && brush.Number < MaxHints; j++ )
{
q[0] = i * NVP1 + j;
q[2] = q[0] + w * NVP1 + h;
switch ( Plane )
{
case PLANE_XY1:
case PLANE_XZ0:
case PLANE_YZ1:
q[1] = q[0] + h;
q[3] = q[2] - h;
break;
default:
q[1] = q[2] - h;
q[3] = q[0] + h;
}
for ( k = 0, OK = 1; k < NumTris && OK; k++ )
{
if ( Tri[k].min[j1] >= max( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
continue;
}
if ( Tri[k].min[j2] >= max( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
continue;
}
if ( Tri[k].max[j1] <= min( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
continue;
}
if ( Tri[k].max[j2] <= min( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
continue;
}
for ( h0 = 0; h0 < 4 && OK; h0++ )
{
h1 = ( h0 + 1 ) % 4;
for ( t = 0; t < 3 && OK; t++ )
{
s[t] = side( Node[q[h0]].p[j1],Node[q[h0]].p[j2],
Node[q[h1]].p[j1],Node[q[h1]].p[j2],
Node[Tri[k].v[t]].p[j1],Node[Tri[k].v[t]].p[j2] );
}
if ( ( s[1] > 0 || s[2] > 0 ) && s[0] < 0 ) {
OK = 0;
}
if ( ( s[2] > 0 || s[0] > 0 ) && s[1] < 0 ) {
OK = 0;
}
if ( ( s[0] > 0 || s[1] > 0 ) && s[2] < 0 ) {
OK = 0;
}
}
}
if ( !OK ) {
continue;
}
switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
// front
brush.face[0].v[0][0] = Node[q[2]].p[0];
brush.face[0].v[0][1] = (float)front;
brush.face[0].v[0][2] = Node[q[2]].p[2];
brush.face[0].v[1][0] = Node[q[1]].p[0];
brush.face[0].v[1][1] = (float)front;
brush.face[0].v[1][2] = Node[q[1]].p[2];
brush.face[0].v[2][0] = Node[q[0]].p[0];
brush.face[0].v[2][1] = (float)front;
brush.face[0].v[2][2] = Node[q[0]].p[2];
// back
brush.face[1].v[0][0] = Node[q[0]].p[0];
brush.face[1].v[0][1] = (float)backface;
brush.face[1].v[0][2] = Node[q[0]].p[2];
brush.face[1].v[1][0] = Node[q[1]].p[0];
brush.face[1].v[1][1] = (float)backface;
brush.face[1].v[1][2] = Node[q[1]].p[2];
brush.face[1].v[2][0] = Node[q[2]].p[0];
brush.face[1].v[2][1] = (float)backface;
brush.face[1].v[2][2] = Node[q[2]].p[2];
for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
{
k = k0 + 2;
k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
brush.face[k].v[0][0] = Node[q[k0]].p[0];
brush.face[k].v[0][1] = (float)front;
brush.face[k].v[0][2] = Node[q[k0]].p[2];
brush.face[k].v[1][0] = Node[q[k1]].p[0];
brush.face[k].v[1][1] = (float)front;
brush.face[k].v[1][2] = Node[q[k1]].p[2];
brush.face[k].v[2][0] = Node[q[k1]].p[0];
brush.face[k].v[2][1] = (float)backface;
brush.face[k].v[2][2] = Node[q[k1]].p[2];
}
break;
case PLANE_YZ0:
case PLANE_YZ1:
// front
brush.face[0].v[0][0] = (float)front;
brush.face[0].v[0][1] = Node[q[2]].p[1];
brush.face[0].v[0][2] = Node[q[2]].p[2];
brush.face[0].v[1][0] = (float)front;
brush.face[0].v[1][1] = Node[q[1]].p[1];
brush.face[0].v[1][2] = Node[q[1]].p[2];
brush.face[0].v[2][0] = (float)front;
brush.face[0].v[2][1] = Node[q[0]].p[1];
brush.face[0].v[2][2] = Node[q[0]].p[2];
// back
brush.face[1].v[0][0] = (float)backface;
brush.face[1].v[0][1] = Node[q[0]].p[1];
brush.face[1].v[0][2] = Node[q[0]].p[2];
brush.face[1].v[1][0] = (float)backface;
brush.face[1].v[1][1] = Node[q[1]].p[1];
brush.face[1].v[1][2] = Node[q[1]].p[2];
brush.face[1].v[2][0] = (float)backface;
brush.face[1].v[2][1] = Node[q[2]].p[1];
brush.face[1].v[2][2] = Node[q[2]].p[2];
for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
{
k = k0 + 2;
k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
brush.face[k].v[0][0] = (float)front;
brush.face[k].v[0][1] = Node[q[k0]].p[1];
brush.face[k].v[0][2] = Node[q[k0]].p[2];
brush.face[k].v[1][0] = (float)front;
brush.face[k].v[1][1] = Node[q[k1]].p[1];
brush.face[k].v[1][2] = Node[q[k1]].p[2];
brush.face[k].v[2][0] = (float)backface;
brush.face[k].v[2][1] = Node[q[k1]].p[1];
brush.face[k].v[2][2] = Node[q[k1]].p[2];
}
break;
default:
// front
brush.face[0].v[0][0] = Node[q[2]].p[0];
brush.face[0].v[0][1] = Node[q[2]].p[1];
brush.face[0].v[0][2] = (float)front;
brush.face[0].v[1][0] = Node[q[1]].p[0];
brush.face[0].v[1][1] = Node[q[1]].p[1];
brush.face[0].v[1][2] = (float)front;
brush.face[0].v[2][0] = Node[q[0]].p[0];
brush.face[0].v[2][1] = Node[q[0]].p[1];
brush.face[0].v[2][2] = (float)front;
// back
brush.face[1].v[0][0] = Node[q[0]].p[0];
brush.face[1].v[0][1] = Node[q[0]].p[1];
brush.face[1].v[0][2] = (float)backface;
brush.face[1].v[1][0] = Node[q[1]].p[0];
brush.face[1].v[1][1] = Node[q[1]].p[1];
brush.face[1].v[1][2] = (float)backface;
brush.face[1].v[2][0] = Node[q[2]].p[0];
brush.face[1].v[2][1] = Node[q[2]].p[1];
brush.face[1].v[2][2] = (float)backface;
for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
{
k = k0 + 2;
k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
brush.face[k].v[0][0] = Node[q[k0]].p[0];
brush.face[k].v[0][1] = Node[q[k0]].p[1];
brush.face[k].v[0][2] = (float)front;
brush.face[k].v[1][0] = Node[q[k1]].p[0];
brush.face[k].v[1][1] = Node[q[k1]].p[1];
brush.face[k].v[1][2] = (float)front;
brush.face[k].v[2][0] = Node[q[k1]].p[0];
brush.face[k].v[2][1] = Node[q[k1]].p[1];
brush.face[k].v[2][2] = (float)backface;
}
break;
} // switch (Plane)
for ( face = 0; face < 6; face++ )
{
strcpy( brush.face[face].texture,( face <= 1 ? skip : hint ) );
brush.face[face].Shift[0] = 0;
brush.face[face].Shift[1] = 0;
brush.face[face].Rotate = 0.;
brush.face[face].Scale[0] = 1;
brush.face[face].Scale[1] = 1;
brush.face[face].Contents = CONTENTS_DETAIL;
brush.face[face].Surface = ( face <= 1 ? SURF_SKIP : SURF_HINT );
brush.face[face].Value = 0;
}
if ( !brush.Number ) {
OpenFuncGroup();
}
MakeBrush( &brush );
brush.Number++;
} // for(j=
} // for(i=
} // for(h=
} // for(w=
if ( brush.Number ) {
CloseFuncGroup();
}
}
/*
ghCursorCurrent = ghCursorDefault;
SetCursor(ghCursorCurrent);
*/
}
//===========================================================================
int CheckBorders( int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri ){
int border;
int i, j, k0, k1, N;
float angle[3];
TRI *Tri;
N = NumNodesUsed[0];
Tri = *pTri;
for ( i = 0; i < NumTris[0]; i++ )
{
EdgeOnSide( Tri[i].v,&k0,&border );
if ( border < 0 ) {
continue;
}
CalcAngles( Node, Tri[i].v, angle );
k1 = ( k0 + 1 ) % 3;
if ( ( angle[k0] < SLIVER_ANGLE ) || ( angle[k1] < SLIVER_ANGLE ) ) {
j = Bisect( Node, border, Tri[i].v[k0], Tri[i].v[k1] );
if ( j >= 0 ) {
if ( !Node[j].used ) { // Shouldn't be used, but...
NumNodesUsed[0]++;
Node[j].used++;
}
}
}
}
if ( NumNodesUsed[0] > N ) {
free( *pTri );
tricall( NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
}
return ( NumNodesUsed[0] - N );
}