gtkradiant/contrib/gtkgensurf/genmap.cpp
spog 6ee91d153e refactored plugin api; refactored callback library; added signals library
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@44 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-04-09 17:15:13 +00:00

2040 lines
55 KiB
C++

/*
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
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include "gensurf.h"
double xmin,xmax,ymin,ymax,zmin,zmax;
double backface;
extern double dh, dv;
FILE *fmap;
XYZ xyz[MAX_ROWS+1][MAX_ROWS+1];
int contents;
int surface[3];
#include "iundo.h"
#include "refcounted_ptr.h"
#include <vector>
#include <list>
#include <map>
#include <algorithm>
#include "scenelib.h"
scene::Node* h_func_group;
scene::Node* h_worldspawn;
//=============================================================
// Hydra : snap-to-grid begin
double CalculateSnapValue(double value)
{
long snapvalue;
// simple uncomplicated snapping, rounding both UP and DOWN to the nearest
// grid unit.
if (SnapToGrid >0)
{
snapvalue = (int)value / SnapToGrid;
if ((long)value % SnapToGrid < (SnapToGrid / 2)) // Snap Downwards if less than halfway between to grid units
value = snapvalue * SnapToGrid;
else // Snap Upwards if more than halfway between to grid units
value = (snapvalue+1) * SnapToGrid;
}
return value;
}
// Hydra : snap-to-grid end
//=============================================================
bool ValidSurface()
{
if(WaveType == WAVE_BITMAP && !gbmp.colors) return FALSE;
if(NH < 1) return FALSE;
if(NH > MAX_ROWS) return FALSE;
if(NV < 1) return FALSE;
if(NV > MAX_ROWS) return FALSE;
if(Hll >= Hur) return FALSE;
if(Vll >= Vur) return FALSE;
return TRUE;
}
//=============================================================
int MapPatches()
{
int NH_remain;
int NV_remain;
int NH_patch;
int NV_patch;
int BrushNum = 0;
int i, j, k1, k2, k3;
int i0, j0, ii;
char szOops[128];
dh = (Hur-Hll)/NH;
dv = (Vur-Vll)/NV;
// Generate control points in pp array to give desired values currently
// in p array.
switch(Plane)
{
case PLANE_XY0:
case PLANE_XY1:
k1 = 0;
k2 = 1;
k3 = 2;
break;
case PLANE_XZ0:
case PLANE_XZ1:
k1 = 0;
k2 = 2;
k3 = 1;
break;
case PLANE_YZ0:
case PLANE_YZ1:
k1 = 1;
k2 = 2;
k3 = 0;
break;
}
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
xyz[i][j].pp[k1] = xyz[i][j].p[k1];
xyz[i][j].pp[k2] = xyz[i][j].p[k2];
}
}
for(i=0; i<=NH; i+=2)
{
for(j=0; j<=NV; j+=2)
xyz[i][j].pp[k3] = xyz[i][j].p[k3];
}
for(i=1; i<NH; i+=2)
{
for(j=0; j<=NV; j+=2)
{
xyz[i][j].pp[k3] = (4*xyz[i][j].p[k3] - xyz[i-1][j].p[k3] - xyz[i+1][j].p[k3])/2;
}
}
for(j=1; j<NV; j+=2)
{
for(i=0; i<=NH; i+=2)
{
xyz[i][j].pp[k3] = (4*xyz[i][j].p[k3] - xyz[i][j-1].p[k3] - xyz[i][j+1].p[k3])/2;
}
}
for(i=1; i<NH; i+=2)
{
for(j=1; j<NV; j+=2)
{
xyz[i][j].pp[k3] = (16*xyz[i][j].p[k3] - xyz[i-1][j-1].p[k3] - 2*xyz[i][j-1].p[k3]
- xyz[i+1][j-1].p[k3] - 2*xyz[i-1][j].p[k3] - 2*xyz[i+1][j].p[k3]
- xyz[i-1][j+1].p[k3] - 2*xyz[i][j+1].p[k3] - xyz[i+1][j+1].p[k3])/4;
}
}
NH_remain = NH+1;
i0 = 0;
while(NH_remain > 1)
{
if(( (NH_remain-1) % 14) == 0)
NH_patch = 15;
else if(( (NH_remain-1) % 12) == 0)
NH_patch = 13;
else if(( (NH_remain-1) % 10) == 0)
NH_patch = 11;
else if(( (NH_remain-1) % 8) == 0)
NH_patch = 9;
else if(( (NH_remain-1) % 6) == 0)
NH_patch = 7;
else if(( (NH_remain-1) % 4) == 0)
NH_patch = 5;
else if(( (NH_remain-1) % 2) == 0)
NH_patch = 3;
else if(NH_remain > 16)
NH_patch = 7;
else if(NH_remain > 4)
NH_patch = 5;
else
NH_patch = 3;
while( NH_patch > 3 && (NH_patch-1)*dh > 512 )
NH_patch -= 2;
NH_remain -= (NH_patch-1);
if(NH_remain < 0)
{
sprintf(szOops,"Oops... screwed up with NH=%d",NH);
g_FuncTable.m_pfnMessageBox(NULL,szOops,"Uh oh");
}
NV_remain = NV+1;
j0 = 0;
while(NV_remain > 1)
{
if(( (NV_remain-1) % 14) == 0)
NV_patch = 15;
else if(( (NV_remain-1) % 12) == 0)
NV_patch = 13;
else if(( (NV_remain-1) % 10) == 0)
NV_patch = 11;
else if(( (NV_remain-1) % 8) == 0)
NV_patch = 9;
else if(( (NV_remain-1) % 6) == 0)
NV_patch = 7;
else if(( (NV_remain-1) % 4) == 0)
NV_patch = 5;
else if(( (NV_remain-1) % 2) == 0)
NV_patch = 3;
else if(NV_remain > 16)
NV_patch = 7;
else if(NV_remain > 4)
NV_patch = 5;
else
NV_patch = 3;
while( NV_patch > 3 && (NV_patch-1)*dh > 512 )
NV_patch -= 2;
NV_remain -= (NV_patch-1);
if(NV_remain < 0)
{
sprintf(szOops,"Oops... screwed up with NV=%d",NV);
g_FuncTable.m_pfnMessageBox(NULL,szOops,"Uh oh");
}
scene::Node* patch = MakePatch();
#if 0
b->pPatch->setDims(NH_patch, NV_patch);
for(i=0; i<NH_patch; i++)
{
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ0:
case PLANE_YZ1:
ii = i0 + NH_patch - 1 - i;
break;
default:
ii = i0+i;
}
for(j=0; j<NV_patch; j++)
{
b->pPatch->ctrlAt(COL,i,j)[0] = (float)xyz[ii][j0+j].pp[0];
b->pPatch->ctrlAt(COL,i,j)[1] = (float)xyz[ii][j0+j].pp[1];
b->pPatch->ctrlAt(COL,i,j)[2] = (float)xyz[ii][j0+j].pp[2];
b->pPatch->ctrlAt(COL,i,j)[3] = (float)i;
b->pPatch->ctrlAt(COL,i,j)[4] = (float)j;
}
}
b->pPatch->UpdateCachedData();
#endif
BrushNum++;
j0 += NV_patch-1;
}
i0 += NH_patch-1;
}
return BrushNum;
}
//=============================================================
void MapBrushes()
{
char hint[128];
char skip[128];
char sidetext[64];
char surftext[64];
char surftext2[64];
char surft[64];
float Steep;
vec3_t PlaneNormal,SurfNormal;
vec3_t t[2];
int i, j, k;
int surf;
bool CheckAngle;
BRUSH brush;
XYZ v[8];
strcpy(surftext,Texture[Game][0]);
strcpy(sidetext,(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
strcpy(surftext2,(strlen(Texture[Game][2]) ? Texture[Game][2] : Texture[Game][0]));
// if surftext2 is identical to surftext, there's no need to
// check surface angle
if(!g_strcasecmp(surftext,surftext2))
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;
}
}
OpenFuncGroup();
for(i=0; i<NH; i++)
{
for(j=0; j<NV; j++)
{
if( (i+j) % 2 )
{
VectorCopy(xyz[i ][j ].p, v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i+1][j ].p, v[1].p);
VectorCopy(xyz[i+1][j+1].p, v[2].p);
break;
default:
VectorCopy(xyz[i+1][j+1].p, v[1].p);
VectorCopy(xyz[i+1][j ].p, v[2].p);
}
}
else
{
VectorCopy(xyz[i ][j ].p, v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i+1][j ].p, v[1].p);
VectorCopy(xyz[i ][j+1].p, v[2].p);
break;
default:
VectorCopy(xyz[i ][j+1].p, v[1].p);
VectorCopy(xyz[i+1][j ].p, v[2].p);
}
}
VectorCopy(v[0].p,v[3].p);
VectorCopy(v[1].p,v[4].p);
VectorCopy(v[2].p,v[5].p);
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
v[0].p[1] = backface;
v[1].p[1] = backface;
v[2].p[1] = backface;
break;
case PLANE_YZ0:
case PLANE_YZ1:
v[3].p[0] = backface;
v[4].p[0] = backface;
v[5].p[0] = backface;
break;
default:
v[3].p[2] = backface;
v[4].p[2] = backface;
v[5].p[2] = backface;
}
brush.Number = i*NV*2+j*2;
brush.NumFaces = 5;
XYZtoV(&v[0],&brush.face[0].v[0]);
XYZtoV(&v[3],&brush.face[0].v[1]);
XYZtoV(&v[4],&brush.face[0].v[2]);
strcpy(brush.face[0].texture,
(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
brush.face[0].Shift[0] = (float)TexOffset[0];
brush.face[0].Shift[1] = (float)TexOffset[1];
brush.face[0].Rotate = 0.;
brush.face[0].Scale[0] = (float)TexScale[0];
brush.face[0].Scale[1] = (float)TexScale[1];
brush.face[0].Contents = contents;
brush.face[0].Surface = surface[1];
brush.face[0].Value = 0;
XYZtoV(&v[1],&brush.face[1].v[0]);
XYZtoV(&v[4],&brush.face[1].v[1]);
XYZtoV(&v[5],&brush.face[1].v[2]);
strcpy(brush.face[1].texture,
(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
brush.face[1].Shift[0] = (float)TexOffset[0];
brush.face[1].Shift[1] = (float)TexOffset[1];
brush.face[1].Rotate = 0.;
brush.face[1].Scale[0] = (float)TexScale[0];
brush.face[1].Scale[1] = (float)TexScale[1];
brush.face[1].Contents = contents;
brush.face[1].Surface = surface[1];
brush.face[1].Value = 0;
XYZtoV(&v[2],&brush.face[2].v[0]);
XYZtoV(&v[5],&brush.face[2].v[1]);
XYZtoV(&v[3],&brush.face[2].v[2]);
strcpy(brush.face[2].texture,
(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
brush.face[2].Shift[0] = (float)TexOffset[0];
brush.face[2].Shift[1] = (float)TexOffset[1];
brush.face[2].Rotate = 0.;
brush.face[2].Scale[0] = (float)TexScale[0];
brush.face[2].Scale[1] = (float)TexScale[1];
brush.face[2].Contents = contents;
brush.face[2].Surface = surface[1];
brush.face[2].Value = 0;
if(CheckAngle && (Plane==PLANE_XZ0 || Plane==PLANE_XZ1))
{
XYZVectorSubtract(v[4].p,v[3].p,t[0]);
XYZVectorSubtract(v[5].p,v[4].p,t[1]);
CrossProduct(t[0],t[1],SurfNormal);
VectorNormalize(SurfNormal,SurfNormal);
if(DotProduct(SurfNormal,PlaneNormal) < Steep)
{
strcpy(surft,surftext2);
surf = surface[2];
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
XYZtoV(&v[3],&brush.face[3].v[0]);
XYZtoV(&v[5],&brush.face[3].v[1]);
XYZtoV(&v[4],&brush.face[3].v[2]);
strcpy(brush.face[3].texture,
(Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? surft : sidetext));
brush.face[3].Shift[0] = (float)TexOffset[0];
brush.face[3].Shift[1] = (float)TexOffset[1];
brush.face[3].Rotate = 0.;
brush.face[3].Scale[0] = (float)TexScale[0];
brush.face[3].Scale[1] = (float)TexScale[1];
brush.face[3].Contents = contents;
brush.face[3].Surface = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? surf : surface[1]);
brush.face[3].Value = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? ArghRad2 : 0);
if(CheckAngle && Plane!=PLANE_XZ0 && Plane!=PLANE_XZ1)
{
XYZVectorSubtract(v[2].p,v[0].p,t[0]);
XYZVectorSubtract(v[1].p,v[2].p,t[1]);
CrossProduct(t[0],t[1],SurfNormal);
VectorNormalize(SurfNormal,SurfNormal);
if(DotProduct(SurfNormal,PlaneNormal) < Steep)
{
strcpy(surft,surftext2);
surf = surface[2];
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
XYZtoV(&v[0],&brush.face[4].v[0]);
XYZtoV(&v[1],&brush.face[4].v[1]);
XYZtoV(&v[2],&brush.face[4].v[2]);
strcpy(brush.face[4].texture,
(Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? sidetext : surft));
brush.face[4].Shift[0] = (float)TexOffset[0];
brush.face[4].Shift[1] = (float)TexOffset[1];
brush.face[4].Rotate = 0.;
brush.face[4].Scale[0] = (float)TexScale[0];
brush.face[4].Scale[1] = (float)TexScale[1];
brush.face[4].Contents = contents;
brush.face[4].Surface = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? surface[1] : surf);
brush.face[4].Value = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? 0 : ArghRad2);
MakeBrush(&brush);
if( (i+j) %2 )
{
VectorCopy(xyz[i ][j+1].p,v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i ][j ].p,v[1].p);
VectorCopy(xyz[i+1][j+1].p,v[2].p);
break;
default:
VectorCopy(xyz[i+1][j+1].p,v[1].p);
VectorCopy(xyz[i ][j ].p,v[2].p);
}
}
else
{
VectorCopy(xyz[i ][j+1].p,v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i+1][j ].p,v[1].p);
VectorCopy(xyz[i+1][j+1].p,v[2].p);
break;
default:
VectorCopy(xyz[i+1][j+1].p,v[1].p);
VectorCopy(xyz[i+1][j ].p,v[2].p);
}
}
VectorCopy(v[0].p,v[3].p);
VectorCopy(v[1].p,v[4].p);
VectorCopy(v[2].p,v[5].p);
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
v[0].p[1] = backface;
v[1].p[1] = backface;
v[2].p[1] = backface;
break;
case PLANE_YZ0:
case PLANE_YZ1:
v[3].p[0] = backface;
v[4].p[0] = backface;
v[5].p[0] = backface;
break;
default:
v[3].p[2] = backface;
v[4].p[2] = backface;
v[5].p[2] = backface;
}
brush.Number = i*NV*2+j*2+1;
brush.NumFaces = 5;
XYZtoV(&v[0],&brush.face[0].v[0]);
XYZtoV(&v[3],&brush.face[0].v[1]);
XYZtoV(&v[4],&brush.face[0].v[2]);
strcpy(brush.face[0].texture,
(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
brush.face[0].Shift[0] = (float)TexOffset[0];
brush.face[0].Shift[1] = (float)TexOffset[1];
brush.face[0].Rotate = 0.;
brush.face[0].Scale[0] = (float)TexScale[0];
brush.face[0].Scale[1] = (float)TexScale[1];
brush.face[0].Contents = contents;
brush.face[0].Surface = surface[1];
brush.face[0].Value = 0;
XYZtoV(&v[1],&brush.face[1].v[0]);
XYZtoV(&v[4],&brush.face[1].v[1]);
XYZtoV(&v[5],&brush.face[1].v[2]);
strcpy(brush.face[1].texture,
(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
brush.face[1].Shift[0] = (float)TexOffset[0];
brush.face[1].Shift[1] = (float)TexOffset[1];
brush.face[1].Rotate = 0.;
brush.face[1].Scale[0] = (float)TexScale[0];
brush.face[1].Scale[1] = (float)TexScale[1];
brush.face[1].Contents = contents;
brush.face[1].Surface = surface[1];
brush.face[1].Value = 0;
XYZtoV(&v[2],&brush.face[2].v[0]);
XYZtoV(&v[5],&brush.face[2].v[1]);
XYZtoV(&v[3],&brush.face[2].v[2]);
strcpy(brush.face[2].texture,
(strlen(Texture[Game][1]) ? Texture[Game][1] : Texture[Game][0]));
brush.face[2].Shift[0] = (float)TexOffset[0];
brush.face[2].Shift[1] = (float)TexOffset[1];
brush.face[2].Rotate = 0.;
brush.face[2].Scale[0] = (float)TexScale[0];
brush.face[2].Scale[1] = (float)TexScale[1];
brush.face[2].Contents = contents;
brush.face[2].Surface = surface[1];
brush.face[2].Value = 0;
if(CheckAngle && (Plane==PLANE_XZ0 || Plane==PLANE_XZ1))
{
XYZVectorSubtract(v[4].p,v[3].p,t[0]);
XYZVectorSubtract(v[5].p,v[4].p,t[1]);
CrossProduct(t[0],t[1],SurfNormal);
VectorNormalize(SurfNormal,SurfNormal);
if(DotProduct(SurfNormal,PlaneNormal) < Steep)
{
strcpy(surft,surftext2);
surf = surface[2];
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
XYZtoV(&v[3],&brush.face[3].v[0]);
XYZtoV(&v[5],&brush.face[3].v[1]);
XYZtoV(&v[4],&brush.face[3].v[2]);
strcpy(brush.face[3].texture,
(Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? surft : sidetext));
brush.face[3].Shift[0] = (float)TexOffset[0];
brush.face[3].Shift[1] = (float)TexOffset[1];
brush.face[3].Rotate = 0.;
brush.face[3].Scale[0] = (float)TexScale[0];
brush.face[3].Scale[1] = (float)TexScale[1];
brush.face[3].Contents = contents;
brush.face[3].Surface = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? surf : surface[1]);
brush.face[3].Value = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? ArghRad2 : 0);
if(CheckAngle && Plane!=PLANE_XZ0 && Plane!=PLANE_XZ1)
{
XYZVectorSubtract(v[2].p,v[0].p,t[0]);
XYZVectorSubtract(v[1].p,v[2].p,t[1]);
CrossProduct(t[0],t[1],SurfNormal);
VectorNormalize(SurfNormal,SurfNormal);
if(DotProduct(SurfNormal,PlaneNormal) < Steep)
{
strcpy(surft,surftext2);
surf = surface[2];
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
}
else
{
strcpy(surft,surftext);
surf = surface[0];
}
XYZtoV(&v[0],&brush.face[4].v[0]);
XYZtoV(&v[1],&brush.face[4].v[1]);
XYZtoV(&v[2],&brush.face[4].v[2]);
strcpy(brush.face[4].texture,
(Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? sidetext : surft));
brush.face[4].Shift[0] = (float)TexOffset[0];
brush.face[4].Shift[1] = (float)TexOffset[1];
brush.face[4].Rotate = 0.;
brush.face[4].Scale[0] = (float)TexScale[0];
brush.face[4].Scale[1] = (float)TexScale[1];
brush.face[4].Contents = contents;
brush.face[4].Surface = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? surface[1] : surf);
brush.face[4].Value = (Plane==PLANE_XZ0 || Plane==PLANE_XZ1 ? 0 : ArghRad2);
MakeBrush(&brush);
}
}
CloseFuncGroup();
if( AddHints || GimpHints )
{
int detail, i1, j1, N;
double front;
switch(Game)
{
case HALFLIFE:
strcpy(hint,"HINT");
strcpy(skip,"HINT");
break;
case SIN:
strcpy(hint,"generic/misc/hint");
strcpy(skip,"generic/misc/skip");
break;
case HERETIC2:
strcpy(hint,"general/hint");
strcpy(skip,"general/hint"); // Heretic2 doesn't have a skip texture
break;
case KINGPIN:
strcpy(hint,"common/0_hint");
strcpy(skip,"common/0_skip");
break;
case GENESIS3D:
strcpy(hint,"hint");
strcpy(skip,"hint");
break;
case QUAKE3:
strcpy(hint,"textures/common/hint");
strcpy(skip,"textures/common/skip");
break;
default:
strcpy(hint,"e1u1/hint");
strcpy(skip,"e1u1/skip");
}
OpenFuncGroup();
if(AddHints==1)
{
detail = CONTENTS_DETAIL;
N = 0;
for(i=0; i<NH; i++)
{
i1 = i+1;
for(j=0; j<NV; j++)
{
// For detail hint brushes, no need to use a hint brush over
// EVERY grid square... it would be redundant. Instead use
// a checkerboard pattern
if((i+j)%2) continue;
j1 = j+1;
VectorCopy(xyz[i ][j ].p, v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i1][j ].p, v[1].p);
VectorCopy(xyz[i1][j1].p, v[2].p);
VectorCopy(xyz[i ][j1].p, v[3].p);
break;
default:
VectorCopy(xyz[i ][j1].p, v[1].p);
VectorCopy(xyz[i1][j1].p, v[2].p);
VectorCopy(xyz[i1][j ].p, v[3].p);
}
VectorCopy(v[0].p,v[4].p);
VectorCopy(v[1].p,v[5].p);
VectorCopy(v[2].p,v[6].p);
VectorCopy(v[3].p,v[7].p);
switch(Plane)
{
case PLANE_XY1:
front = LessThan(zmin,32.);
v[4].p[2] = backface;
v[5].p[2] = backface;
v[6].p[2] = backface;
v[7].p[2] = backface;
break;
case PLANE_XZ0:
front = MoreThan(ymax,32.);
v[0].p[1] = backface;
v[1].p[1] = backface;
v[2].p[1] = backface;
v[3].p[1] = backface;
break;
case PLANE_XZ1:
front = LessThan(ymin,32.);
v[0].p[1] = backface;
v[1].p[1] = backface;
v[2].p[1] = backface;
v[3].p[1] = backface;
break;
case PLANE_YZ0:
front = MoreThan(xmax,32.);
v[4].p[0] = backface;
v[5].p[0] = backface;
v[6].p[0] = backface;
v[7].p[0] = backface;
break;
case PLANE_YZ1:
front = LessThan(xmin,32.);
v[4].p[0] = backface;
v[5].p[0] = backface;
v[6].p[0] = backface;
v[7].p[0] = backface;
break;
default:
front = MoreThan(zmax,32.);
v[4].p[2] = backface;
v[5].p[2] = backface;
v[6].p[2] = backface;
v[7].p[2] = backface;
}
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
v[4].p[1] = front;
v[5].p[1] = v[4].p[1];
v[6].p[1] = v[4].p[1];
v[7].p[1] = v[4].p[1];
break;
case PLANE_YZ0:
case PLANE_YZ1:
v[0].p[0] = front;
v[1].p[0] = v[0].p[0];
v[2].p[0] = v[0].p[0];
v[3].p[0] = v[0].p[0];
break;
default:
v[0].p[2] = front;
v[1].p[2] = v[0].p[2];
v[2].p[2] = v[0].p[2];
v[3].p[2] = v[0].p[2];
}
brush.NumFaces = 6;
brush.Number = N;
XYZtoV(&v[0],&brush.face[0].v[0]);
XYZtoV(&v[1],&brush.face[0].v[1]);
XYZtoV(&v[2],&brush.face[0].v[2]);
strcpy(brush.face[0].texture,skip);
brush.face[0].Shift[0] = 0.;
brush.face[0].Shift[1] = 0.;
brush.face[0].Rotate = 0.;
brush.face[0].Scale[0] = 1.;
brush.face[0].Scale[1] = 1.;
brush.face[0].Contents = detail;
brush.face[0].Surface = SURF_SKIP;
brush.face[0].Value = 0;
XYZtoV(&v[4],&brush.face[1].v[0]);
XYZtoV(&v[7],&brush.face[1].v[1]);
XYZtoV(&v[6],&brush.face[1].v[2]);
strcpy(brush.face[1].texture,skip);
brush.face[1].Shift[0] = 0.;
brush.face[1].Shift[1] = 0.;
brush.face[1].Rotate = 0.;
brush.face[1].Scale[0] = 1.;
brush.face[1].Scale[1] = 1.;
brush.face[1].Contents = detail;
brush.face[1].Surface = SURF_SKIP;
brush.face[1].Value = 0;
XYZtoV(&v[0],&brush.face[2].v[0]);
XYZtoV(&v[4],&brush.face[2].v[1]);
XYZtoV(&v[5],&brush.face[2].v[2]);
strcpy(brush.face[2].texture,hint);
brush.face[2].Shift[0] = 0.;
brush.face[2].Shift[1] = 0.;
brush.face[2].Rotate = 0.;
brush.face[2].Scale[0] = 1.;
brush.face[2].Scale[1] = 1.;
brush.face[2].Contents = detail;
brush.face[2].Surface = SURF_HINT;
brush.face[2].Value = 0;
XYZtoV(&v[1],&brush.face[3].v[0]);
XYZtoV(&v[5],&brush.face[3].v[1]);
XYZtoV(&v[6],&brush.face[3].v[2]);
strcpy(brush.face[3].texture,hint);
brush.face[3].Shift[0] = 0.;
brush.face[3].Shift[1] = 0.;
brush.face[3].Rotate = 0.;
brush.face[3].Scale[0] = 1.;
brush.face[3].Scale[1] = 1.;
brush.face[3].Contents = detail;
brush.face[3].Surface = SURF_HINT;
brush.face[3].Value = 0;
XYZtoV(&v[2],&brush.face[4].v[0]);
XYZtoV(&v[6],&brush.face[4].v[1]);
XYZtoV(&v[7],&brush.face[4].v[2]);
strcpy(brush.face[4].texture,hint);
brush.face[4].Shift[0] = 0.;
brush.face[4].Shift[1] = 0.;
brush.face[4].Rotate = 0.;
brush.face[4].Scale[0] = 1.;
brush.face[4].Scale[1] = 1.;
brush.face[4].Contents = detail;
brush.face[4].Surface = SURF_HINT;
brush.face[4].Value = 0;
XYZtoV(&v[3],&brush.face[5].v[0]);
XYZtoV(&v[7],&brush.face[5].v[1]);
XYZtoV(&v[4],&brush.face[5].v[2]);
strcpy(brush.face[5].texture,hint);
brush.face[5].Shift[0] = 0.;
brush.face[5].Shift[1] = 0.;
brush.face[5].Rotate = 0.;
brush.face[5].Scale[0] = 1.;
brush.face[5].Scale[1] = 1.;
brush.face[5].Contents = detail;
brush.face[5].Surface = SURF_HINT;
brush.face[5].Value = 0;
MakeBrush(&brush);
N++;
}
}
}
if(GimpHints)
{
N = 0;
// these brush parameters never change
brush.NumFaces = 5;
for(i=0; i<6; i++)
{
strcpy(brush.face[i].texture,hint);
brush.face[i].Shift[0] = 0.;
brush.face[i].Shift[1] = 0.;
brush.face[i].Rotate = 0.;
brush.face[i].Scale[0] = 1.;
brush.face[i].Scale[1] = 1.;
brush.face[i].Contents = 0;
brush.face[i].Surface = SURF_HINT;
brush.face[i].Value = 0;
}
for(i=0; i<NH; i++)
{
for(j=0; j<NV; j++)
{
for(k=0; k<2; k++)
{
if(k==0)
{
if( (i+j) % 2 )
{
VectorCopy(xyz[i ][j ].p, v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i+1][j ].p, v[1].p);
VectorCopy(xyz[i+1][j+1].p, v[2].p);
break;
default:
VectorCopy(xyz[i+1][j+1].p, v[1].p);
VectorCopy(xyz[i+1][j ].p, v[2].p);
}
}
else
{
VectorCopy(xyz[i ][j ].p, v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i+1][j ].p, v[1].p);
VectorCopy(xyz[i ][j+1].p, v[2].p);
break;
default:
VectorCopy(xyz[i ][j+1].p, v[1].p);
VectorCopy(xyz[i+1][j ].p, v[2].p);
}
}
}
else
{
if( (i+j) %2 )
{
VectorCopy(xyz[i ][j+1].p,v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i ][j ].p,v[1].p);
VectorCopy(xyz[i+1][j+1].p,v[2].p);
break;
default:
VectorCopy(xyz[i+1][j+1].p,v[1].p);
VectorCopy(xyz[i ][j ].p,v[2].p);
}
}
else
{
VectorCopy(xyz[i ][j+1].p,v[0].p);
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
VectorCopy(xyz[i+1][j ].p,v[1].p);
VectorCopy(xyz[i+1][j+1].p,v[2].p);
break;
default:
VectorCopy(xyz[i+1][j+1].p,v[1].p);
VectorCopy(xyz[i+1][j ].p,v[2].p);
}
}
}
VectorCopy(v[0].p,v[3].p);
VectorCopy(v[1].p,v[4].p);
VectorCopy(v[2].p,v[5].p);
switch(Plane)
{
case PLANE_XY0:
v[0].p[2] += HINT_OFFSET;
v[1].p[2] += HINT_OFFSET;
v[2].p[2] += HINT_OFFSET;
// v[3].p[2] = backface;
// v[4].p[2] = backface;
// v[5].p[2] = backface;
break;
case PLANE_XY1:
v[0].p[2] -= HINT_OFFSET;
v[1].p[2] -= HINT_OFFSET;
v[2].p[2] -= HINT_OFFSET;
// v[3].p[2] = backface;
// v[4].p[2] = backface;
// v[5].p[2] = backface;
break;
case PLANE_XZ0:
// v[0].p[1] = backface;
// v[1].p[1] = backface;
// v[2].p[1] = backface;
v[3].p[1] += HINT_OFFSET;
v[4].p[1] += HINT_OFFSET;
v[5].p[1] += HINT_OFFSET;
break;
case PLANE_XZ1:
// v[0].p[1] = backface;
// v[1].p[1] = backface;
// v[2].p[1] = backface;
v[3].p[1] -= HINT_OFFSET;
v[4].p[1] -= HINT_OFFSET;
v[5].p[1] -= HINT_OFFSET;
break;
case PLANE_YZ0:
v[0].p[0] += HINT_OFFSET;
v[1].p[0] += HINT_OFFSET;
v[2].p[0] += HINT_OFFSET;
// v[3].p[0] = backface;
// v[4].p[0] = backface;
// v[5].p[0] = backface;
break;
case PLANE_YZ1:
v[0].p[0] -= HINT_OFFSET;
v[1].p[0] -= HINT_OFFSET;
v[2].p[0] -= HINT_OFFSET;
// v[3].p[0] = backface;
// v[4].p[0] = backface;
// v[5].p[0] = backface;
break;
}
brush.Number = N;
XYZtoV(&v[0],&brush.face[0].v[0]);
XYZtoV(&v[3],&brush.face[0].v[1]);
XYZtoV(&v[4],&brush.face[0].v[2]);
XYZtoV(&v[1],&brush.face[1].v[0]);
XYZtoV(&v[4],&brush.face[1].v[1]);
XYZtoV(&v[5],&brush.face[1].v[2]);
XYZtoV(&v[2],&brush.face[2].v[0]);
XYZtoV(&v[5],&brush.face[2].v[1]);
XYZtoV(&v[3],&brush.face[2].v[2]);
XYZtoV(&v[3],&brush.face[3].v[0]);
XYZtoV(&v[5],&brush.face[3].v[1]);
XYZtoV(&v[4],&brush.face[3].v[2]);
XYZtoV(&v[0],&brush.face[4].v[0]);
XYZtoV(&v[1],&brush.face[4].v[1]);
XYZtoV(&v[2],&brush.face[4].v[2]);
MakeBrush(&brush);
N++;
}
}
}
} // endif AddHints==1
CloseFuncGroup();
}
} // end MapBrushes
//=============================================================
void GenerateMap()
{
extern void MapOut(int,int,NODE *,TRI *);
extern bool SingleBrushSelected;
int ntri;
if(!ValidSurface()) return;
/*
ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
SetCursor(ghCursorCurrent);
*/
#if 0
if(SingleBrushSelected) g_FuncTable.m_pfnDeleteSelection();
#endif
GenerateXYZ();
ntri = NH*NV*2;
if(Game==QUAKE3 && UsePatches != 0)
MapPatches();
if(Decimate > 0 && (Game != QUAKE3 || UsePatches==0) )
{
MapOut(gNumNodes,gNumTris,gNode,gTri);
/*
ghCursorCurrent = ghCursorDefault;
SetCursor(ghCursorCurrent);
*/
return;
}
contents = 0;
// HL doesn't have detail property
if((Game != HALFLIFE) && UseDetail) contents += CONTENTS_DETAIL;
// HL and Q3 don't have ladder property
if((Game != HALFLIFE && Game != QUAKE3) && UseLadder) contents += CONTENTS_LADDER;
// Genesis requires solid property to be set explicitly
if(Game == GENESIS3D) contents |= CONTENTS_SOLID;
// Heretic 2 uses different sounds (in surface props) for different texture types
if(Game == HERETIC2)
{
surface[0] = GetDefSurfaceProps(Texture[Game][0]);
surface[1] = GetDefSurfaceProps(Texture[Game][1]);
surface[2] = GetDefSurfaceProps(Texture[Game][2]);
}
else
{
surface[0] = 0;
surface[1] = 0;
surface[2] = 0;
}
if(Game!=QUAKE3 || UsePatches == 0)
MapBrushes();
/*
ghCursorCurrent = ghCursorDefault;
SetCursor(ghCursorCurrent);
*/
}
//=============================================================
void GenerateXYZ()
{
extern void MakeDecimatedMap(int *, int *, NODE **, TRI **);
double zl, zu;
double wh, wv;
int NHalfcycles;
double a,v,h,ha,va;
double delta, dr, rate;
double range, maxrange;
double r;
int i, j, k, N;
int i0, i1, j0, j1;
int ii, jj;
// FILE *f;
// char CSV[64];
if(!ValidSurface()) return;
srand(1);
srand(RandomSeed);
dh = (Hur-Hll)/NH;
dv = (Vur-Vll)/NV;
// H & V
for(i=0; i<=NH; i++)
{
for(j=0;j<=NV;j++)
{
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
xyz[i][j].p[0] = Hll + i*dh;
xyz[i][j].p[2] = Vll + j*dv;
break;
case PLANE_YZ0:
case PLANE_YZ1:
xyz[i][j].p[1] = Hll + i*dh;
xyz[i][j].p[2] = Vll + j*dv;
break;
default:
xyz[i][j].p[0] = Hll + i*dh;
xyz[i][j].p[1] = Vll + j*dv;
}
}
}
if(WaveType == WAVE_BITMAP)
GenerateBitmapMapping();
/*
else if(WaveType == WAVE_FORMULA)
DoFormula();
*/
else
{
// Initialize Z values using bilinear interpolation
for(i=0; i<=NH; i++)
{
zl = Z00 + i*(Z10 - Z00)/NH;
zu = Z01 + i*(Z11 - Z01)/NH;
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
for(j=0; j<=NV; j++)
xyz[i][j].p[1] = zl + j*(zu-zl)/NV;
break;
case PLANE_YZ0:
case PLANE_YZ1:
for(j=0; j<=NV; j++)
xyz[i][j].p[0] = zl + j*(zu-zl)/NV;
break;
default:
for(j=0; j<=NV; j++)
xyz[i][j].p[2] = zl + j*(zu-zl)/NV;
}
}
}
switch(WaveType)
{
case WAVE_COS_SIN:
if(FixBorders)
{
NHalfcycles = (int)((Hur-Hll)/(WaveLength/2.));
NHalfcycles = max(NHalfcycles,1);
wh = 2.*(Hur-Hll)/NHalfcycles;
NHalfcycles = (int)((Vur-Vll)/(WaveLength/2.));
wv = 2.*(Vur-Vll)/NHalfcycles;
NHalfcycles = max(NHalfcycles,1);
i0 = 1;
i1 = NH-1;
j0 = 1;
j1 = NV-1;
}
else
{
wh = WaveLength;
wv = WaveLength;
i0 = 0;
i1 = NH;
j0 = 0;
j1 = NV;
}
for(i=i0; i<=i1; i++)
{
h = Hll + i*dh;
ha = ((h-Hll)/wh)*2.*PI - PI/2.;
for(j=j0; j<=j1; j++)
{
v = Vll + j*dv;
va = ((v-Vll)/wv)*2.*PI;
a = Amplitude * cos( ha ) * sin( va );
switch(Plane)
{
case PLANE_XY1:
xyz[i][j].p[2] -= a;
break;
case PLANE_XZ0:
xyz[i][j].p[1] += a;
break;
case PLANE_XZ1:
xyz[i][j].p[1] -= a;
break;
case PLANE_YZ0:
xyz[i][j].p[0] += a;
break;
case PLANE_YZ1:
xyz[i][j].p[0] -= a;
break;
default:
xyz[i][j].p[2] += a;
}
}
}
break;
case WAVE_HCYLINDER:
for(i=0; i<=NH; i++)
{
h = Hll + i*dh;
ha = ((h-Hll)/WaveLength)*2.*PI - PI/2.;
for(j=0; j<=NV; j++)
{
a = Amplitude * cos( ha );
switch(Plane)
{
case PLANE_XY1:
xyz[i][j].p[2] -= a;
break;
case PLANE_XZ0:
xyz[i][j].p[1] += a;
break;
case PLANE_XZ1:
xyz[i][j].p[1] -= a;
break;
case PLANE_YZ0:
xyz[i][j].p[0] += a;
break;
case PLANE_YZ1:
xyz[i][j].p[0] -= a;
break;
default:
xyz[i][j].p[2] += a;
}
}
}
break;
case WAVE_VCYLINDER:
for(i=0; i<=NH; i++)
{
h = Hll + i*dh;
for(j=0; j<=NV; j++)
{
v = Vll + j*dv;
va = ((v-Vll)/WaveLength)*2.*PI;
a = Amplitude * sin( va );
switch(Plane)
{
case PLANE_XY1:
xyz[i][j].p[2] -= a;
break;
case PLANE_XZ0:
xyz[i][j].p[1] += a;
break;
case PLANE_XZ1:
xyz[i][j].p[1] -= a;
break;
case PLANE_YZ0:
xyz[i][j].p[0] += a;
break;
case PLANE_YZ1:
xyz[i][j].p[0] -= a;
break;
default:
xyz[i][j].p[2] += a;
}
}
}
break;
case WAVE_ROUGH_ONLY:
PlasmaCloud();
break;
}
if(WaveType != WAVE_ROUGH_ONLY)
{
// Fixed values
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
if(xyz[i][j].fixed)
{
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
xyz[i][j].p[1] = xyz[i][j].fixed_value;
break;
case PLANE_YZ0:
case PLANE_YZ1:
xyz[i][j].p[0] = xyz[i][j].fixed_value;
break;
default:
xyz[i][j].p[2] = xyz[i][j].fixed_value;
}
if(xyz[i][j].range > 0)
{
maxrange = pow(xyz[i][j].range,2); // so we don't have to do sqrt's
i0 = i - (int)( floor(xyz[i][j].range/dh - 0.5) + 1 );
i1 = i + i - i0;
j0 = j - (int)( floor(xyz[i][j].range/dv - 0.5) + 1 );
j1 = j + j - j0;
if(FixBorders)
{
i0 = max(i0,1);
i1 = min(i1,NH-1);
j0 = max(j0,1);
j1 = min(j1,NV-1);
}
else
{
i0 = max(i0,0);
i1 = min(i1,NH);
j0 = max(j0,0);
j1 = min(j1,NV);
}
for(ii=i0; ii<=i1; ii++)
{
for(jj=j0; jj<=j1; jj++)
{
if(ii==i && jj==j) continue;
range = pow( dh*(i-ii), 2) + pow( dv*(j-jj), 2);
if(range > maxrange) continue;
dr = sqrt(range/maxrange);
rate = max(-30.,min(xyz[i][j].rate,30.));
if(rate < -1.)
{
delta = pow((1.-dr),-rate+1.);
}
else if(rate < 0.)
{
delta = (1+rate)*0.5*(cos(dr*PI)+1.0) -
rate*pow((1.-dr),2);
}
else if(rate == 0.)
{
delta = 0.5*(cos(dr*PI)+1.0);
}
else if(rate <= 1.)
{
delta = (1.-rate)*0.5*(cos(dr*PI)+1.0) +
rate*(1.-pow(dr,2));
}
else
{
delta = 1.-pow(dr,rate+1);
}
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
xyz[ii][jj].p[1] += (xyz[i][j].p[1] - xyz[ii][jj].p[1])*delta;
break;
case PLANE_YZ0:
case PLANE_YZ1:
xyz[ii][jj].p[0] += (xyz[i][j].p[0] - xyz[ii][jj].p[0])*delta;
break;
default:
xyz[ii][jj].p[2] += (xyz[i][j].p[2] - xyz[ii][jj].p[2])*delta;
}
}
}
}
}
}
}
}
if((Roughness > 0.) && (WaveType != WAVE_ROUGH_ONLY) )
{
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
if(CanEdit(i,j) && !xyz[i][j].fixed)
{
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
xyz[i][j].p[1] += -Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX);
break;
case PLANE_YZ0:
case PLANE_YZ1:
xyz[i][j].p[0] += -Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX);
break;
default:
xyz[i][j].p[2] += -Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX);
}
}
else
r = rand(); // We still get a random number, so that fixing points
// doesn't change the sequence.
}
}
}
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
for(k=0; k<3; k++)
{
xyz[i][j].p[k] = Nearest(xyz[i][j].p[k],2.0);
}
}
}
// Find minima and maxima
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
xmin = Hll;
xmax = Hur;
zmin = Vll;
zmax = Vur;
ymin = xyz[0][0].p[1];
ymax = ymin;
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
ymin = min(ymin,xyz[i][j].p[1]);
ymax = max(ymax,xyz[i][j].p[1]);
}
}
break;
case PLANE_YZ0:
case PLANE_YZ1:
ymin = Hll;
ymax = Hur;
zmin = Vll;
zmax = Vur;
xmin = xyz[0][0].p[0];
xmax = ymin;
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
xmin = min(xmin,xyz[i][j].p[0]);
xmax = max(xmax,xyz[i][j].p[0]);
}
}
break;
break;
default:
xmin = Hll;
xmax = Hur;
ymin = Vll;
ymax = Vur;
zmin = xyz[0][0].p[2];
zmax = zmin;
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
zmin = min(zmin,xyz[i][j].p[2]);
zmax = max(zmax,xyz[i][j].p[2]);
}
}
}
xmin = Nearest(xmin,2.);
xmax = Nearest(xmax,2.);
ymin = Nearest(ymin,2.);
ymax = Nearest(ymax,2.);
zmin = Nearest(zmin,2.);
zmax = Nearest(zmax,2.);
switch(Plane)
{
case PLANE_XY1:
backface = AtLeast(zmax+32.,32.);
break;
case PLANE_XZ0:
backface = NoMoreThan(ymin-32.,32.);
break;
case PLANE_XZ1:
backface = AtLeast(ymax+32.,32.);
break;
case PLANE_YZ0:
backface = NoMoreThan(xmin-32.,32.);
break;
case PLANE_YZ1:
backface = AtLeast(xmax+32.,32.);
break;
default:
backface = NoMoreThan(zmin-32.,32.);
}
if(gNode)
{
free(gNode);
free(gTri);
gNode = (NODE *)NULL;
gTri = (TRI *)NULL;
}
if(Decimate > 0 && (Game != QUAKE3 || UsePatches==0) )
{
MakeDecimatedMap(&gNumNodes,&gNumTris,&gNode,&gTri);
}
else
{
gNumNodes = (NH+1)*(NV+1);
gNumTris = NH*NV*2;
gNode = (NODE *) malloc(gNumNodes * sizeof(NODE));
gTri = (TRI *) malloc(gNumTris * sizeof(TRI));
for(i=0,N=0; i<=NH; i++)
{
for(j=0; j<=NV; j++, N++)
{
gNode[N].used = 1;
gNode[N].p[0] = (float)xyz[i][j].p[0];
gNode[N].p[1] = (float)xyz[i][j].p[1];
gNode[N].p[2] = (float)xyz[i][j].p[2];
}
}
for(i=0; i<NH; i++)
{
for(j=0; j<NV; j++)
{
k = i*NV*2 + j*2;
if( (i+j) % 2 )
{
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
gTri[k ].v[0] = i*(NV+1)+j;
gTri[k ].v[1] = (i+1)*(NV+1)+j+1;
gTri[k ].v[2] = (i+1)*(NV+1)+j;
gTri[k+1].v[0] = i*(NV+1)+j;
gTri[k+1].v[1] = i*(NV+1)+j+1;
gTri[k+1].v[2] = (i+1)*(NV+1)+j+1;
break;
default:
gTri[k ].v[0] = i*(NV+1)+j;
gTri[k ].v[1] = (i+1)*(NV+1)+j;
gTri[k ].v[2] = (i+1)*(NV+1)+j+1;
gTri[k+1].v[0] = i*(NV+1)+j;
gTri[k+1].v[1] = (i+1)*(NV+1)+j+1;
gTri[k+1].v[2] = i*(NV+1)+j+1;
}
}
else
{
switch(Plane)
{
case PLANE_XY1:
case PLANE_XZ1:
case PLANE_YZ1:
gTri[k ].v[0] = i*(NV+1)+j;
gTri[k ].v[1] = i*(NV+1)+j+1;
gTri[k ].v[2] = (i+1)*(NV+1)+j;
gTri[k+1].v[0] = (i+1)*(NV+1)+j;
gTri[k+1].v[1] = i*(NV+1)+j+1;
gTri[k+1].v[2] = (i+1)*(NV+1)+j+1;
break;
default:
gTri[k ].v[0] = i*(NV+1)+j;
gTri[k ].v[1] = (i+1)*(NV+1)+j;
gTri[k ].v[2] = i*(NV+1)+j+1;
gTri[k+1].v[0] = (i+1)*(NV+1)+j;
gTri[k+1].v[1] = (i+1)*(NV+1)+j+1;
gTri[k+1].v[2] = i*(NV+1)+j+1;
}
}
}
}
}
/*
sprintf(CSV,"csv%03d.csv",Decimate);
f = fopen(CSV,"w");
for(i=0; i<gNumNodes; i++)
{
if(gNode[i].used)
fprintf(f,"%g,%g,%g\n",gNode[i].p[0],gNode[i].p[1],gNode[i].p[2]);
}
fclose(f);
*/
for(i=0; i<gNumTris; i++)
PlaneFromPoints(gNode[gTri[i].v[0]].p,
gNode[gTri[i].v[1]].p,
gNode[gTri[i].v[2]].p,
&gTri[i].plane);
// Hydra: snap-to-grid begin
if (SnapToGrid > 0)
{
for(i=0; i<NH; i++)
{
for(j=0; j<NV; j++)
{
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
xyz[i][j].p[1] = CalculateSnapValue(xyz[i][j].p[1]);
break;
case PLANE_YZ0:
case PLANE_YZ1:
xyz[i][j].p[0] = CalculateSnapValue(xyz[i][j].p[0]);
break;
default:
xyz[i][j].p[2] = CalculateSnapValue(xyz[i][j].p[2]);
}
}
}
}
// Hydra: snap-to-grid end
}
//=============================================================
double Nearest(double x, double dx)
{
double xx;
xx = (double)(floor(x/dx - 0.5)+1.)*dx;
if(fabs(xx) < dx/2) xx = 0.;
return xx;
}
//=============================================================
double NoMoreThan(double x, double dx)
{
double xx;
xx = (double)(floor(x/dx - 0.5)+1.)*dx;
if(xx > x) xx -= dx;
return xx;
}
//=============================================================
double AtLeast(double x, double dx)
{
double xx;
xx = (double)(floor(x/dx - 0.5)+1.)*dx;
if(xx < x) xx += dx;
return xx;
}
//=============================================================
double LessThan(double x,double dx)
{
double xx;
xx = (double)(floor(x/dx - 0.5)+1.)*dx;
if(xx >= x) xx -= dx;
return xx;
}
//=============================================================
double MoreThan(double x,double dx)
{
double xx;
xx = (double)(floor(x/dx - 0.5)+1.)*dx;
while(xx <= x)
xx += dx;
return xx;
}
//=============================================================
void SubdividePlasma(int i0,int j0,int i1,int j1)
{
int i, j;
double z1, z2;
double r; // NOTE: This is used to keep the random number sequence the same
// when we fix a point. If we did NOT do this, then simply
// fixing a point at its current value would change the entire
// surface.
i = (i0+i1)/2;
j = (j0+j1)/2;
if(i1 > i0+1)
{
if(!xyz[i][j0].done)
{
xyz[i][j0].pp[2] = xyz[i0][j0].pp[2] +
(xyz[i1][j0].pp[2] - xyz[i0][j0].pp[2])*(double)(i-i0)/(double)(i1-i0) +
((double)(i-i0))*(-Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX));
xyz[i][j0].done = 1;
}
else
r = rand();
if((j1 > j0) && (!xyz[i][j1].done) )
{
xyz[i][j1].pp[2] = xyz[i0][j1].pp[2] +
(xyz[i1][j1].pp[2] - xyz[i0][j1].pp[2])*(double)(i-i0)/(double)(i1-i0) +
((double)(i-i0))*(-Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX));
xyz[i][j1].done = 1;
}
else
r = rand();
}
if(j1 > j0 + 1)
{
if(!xyz[i0][j].done)
{
xyz[i0][j].pp[2] = xyz[i0][j0].pp[2] +
(xyz[i0][j1].pp[2] - xyz[i0][j0].pp[2])*(double)(j-j0)/(double)(j1-j0) +
((double)(j-j0))*(-Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX));
xyz[i0][j].done = 1;
}
else
r = rand();
if((i1 > i0) && (!xyz[i1][j].done))
{
xyz[i1][j].pp[2] = xyz[i1][j0].pp[2] +
(xyz[i1][j1].pp[2] - xyz[i1][j0].pp[2])*(double)(j-j0)/(double)(j1-j0) +
((double)(j-j0))*(-Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX));
xyz[i1][j].done = 1;
}
else
r = rand();
}
if((i1 > i0+1) && (j1 > j0+1))
{
if(!xyz[i][j].done)
{
z1 = xyz[i0][j].pp[2] +
(xyz[i1][j].pp[2] - xyz[i0][j].pp[2])*(double)(i-i0)/(double)(i1-i0);
z2 = xyz[i][j0].pp[2] +
(xyz[i][j1].pp[2] - xyz[i][j0].pp[2])*(double)(j-j0)/(double)(j1-j0);
xyz[i][j].pp[2] = (z1+z2)/2. +
((double)(i-i0))*(-Roughness/2. + Roughness*((double)rand()/(double)RAND_MAX));
xyz[i][j].done = 1;
}
else
r = rand();
}
if(i > i0+1 || j > j0+1)
SubdividePlasma(i0,j0,i,j);
if(i1 > i+1 || j > j0+1)
SubdividePlasma(i,j0,i1,j);
if(i > i0+1 || j1 > j0+1)
SubdividePlasma(i0,j,i,j1);
if(i1 > i+1 || j1 > j0+1)
SubdividePlasma(i,j,i1,j1);
}
//==================================================================================
void PlasmaCloud()
{
int i, j;
/* use pp[2] values until done to avoid messing with a bunch of
switch statements */
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
if(FixedPoint(i,j))
xyz[i][j].done = 1;
else
xyz[i][j].done = 0;
}
}
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
if(xyz[i][j].fixed)
xyz[i][j].pp[2] = xyz[i][j].fixed_value;
else
xyz[i][j].pp[2] = xyz[i][j].p[1];
}
}
break;
case PLANE_YZ0:
case PLANE_YZ1:
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
if(xyz[i][j].fixed)
xyz[i][j].pp[2] = xyz[i][j].fixed_value;
else
xyz[i][j].pp[2] = xyz[i][j].p[0];
}
}
break;
default:
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
if(xyz[i][j].fixed)
xyz[i][j].pp[2] = xyz[i][j].fixed_value;
else
xyz[i][j].pp[2] = xyz[i][j].p[2];
}
}
break;
}
SubdividePlasma(0,0,NH,NV);
switch(Plane)
{
case PLANE_XZ0:
case PLANE_XZ1:
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
xyz[i][j].p[1] = xyz[i][j].pp[2];
}
}
break;
case PLANE_YZ0:
case PLANE_YZ1:
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
xyz[i][j].p[0] = xyz[i][j].pp[2];
}
}
break;
default:
for(i=0; i<=NH; i++)
{
for(j=0; j<=NV; j++)
{
xyz[i][j].p[2] = xyz[i][j].pp[2];
}
}
break;
}
}
//===========================================================================
bool FixedPoint(int i, int j)
{
if(xyz[i][j].fixed) return TRUE;
return !CanEdit(i,j);
}
//===========================================================================
bool CanEdit(int i, int j)
{
if(FixBorders && ( (WaveType==WAVE_COS_SIN) || (WaveType==WAVE_ROUGH_ONLY) ) )
{
if(i== 0) return FALSE;
if(i==NH) return FALSE;
if(j== 0) return FALSE;
if(j==NV) return FALSE;
}
if(i== 0 && j== 0) return FALSE;
if(i==NH && j== 0) return FALSE;
if(i== 0 && j==NV) return FALSE;
if(i==NH && j==NV) return FALSE;
return TRUE;
}
/*============================================================================
TriangleFromPoint
Determines which triangle in the gTri array bounds the input point. Doesn't
do anything special with border points.
*/
int TriangleFromPoint(double x, double y)
{
int j, tri;
if(!gTri) return -1;
for(j=0, tri=-1; j<gNumTris && tri==-1; j++)
{
if( side(x,y,
gNode[gTri[j].v[0]].p[0],gNode[gTri[j].v[0]].p[1],
gNode[gTri[j].v[1]].p[0],gNode[gTri[j].v[1]].p[1]) < 0. ) continue;
if( side(x,y,
gNode[gTri[j].v[1]].p[0],gNode[gTri[j].v[1]].p[1],
gNode[gTri[j].v[2]].p[0],gNode[gTri[j].v[2]].p[1]) < 0. ) continue;
if( side(x,y,
gNode[gTri[j].v[2]].p[0],gNode[gTri[j].v[2]].p[1],
gNode[gTri[j].v[0]].p[0],gNode[gTri[j].v[0]].p[1]) < 0. ) continue;
tri = j;
}
return tri;
}
/*============================================================================
PlayerStartZ
Determines minimum height to place the player start such that he doesn't
intersect any surface brushes.
*/
int PlayerStartZ(double x, double y)
{
int k,t[5];
double z, zt;
if(!gTri) return (int)zmax;
t[0] = TriangleFromPoint(x,y);
t[1] = TriangleFromPoint(x+PlayerBox[Game].x[0],y+PlayerBox[Game].y[0]);
t[2] = TriangleFromPoint(x+PlayerBox[Game].x[0],y+PlayerBox[Game].y[1]);
t[3] = TriangleFromPoint(x+PlayerBox[Game].x[1],y+PlayerBox[Game].y[0]);
t[4] = TriangleFromPoint(x+PlayerBox[Game].x[1],y+PlayerBox[Game].y[1]);
z = zmin;
for(k=0; k<5; k++)
{
zt = (gTri[t[k]].plane.dist -
gTri[t[k]].plane.normal[0]*x -
gTri[t[k]].plane.normal[1]*y )/
gTri[t[k]].plane.normal[2];
z = max(z,zt);
}
return (int)(AtLeast(z,2.) - PlayerBox[Game].z[0]);
}
//=============================================================
void XYZtoV(XYZ *xyz, vec3 *v)
{
v[0][0] = (vec)Nearest(xyz->p[0],2.);
v[0][1] = (vec)Nearest(xyz->p[1],2.);
v[0][2] = (vec)Nearest(xyz->p[2],2.);
}
//=============================================================
scene::Node* MakePatch(void)
{
scene::Node* patch = Patch_AllocNode();
#if 0
patch->m_patch->SetShader(Texture[Game][0]);
#endif
Node_getTraversable(h_worldspawn)->insert(patch);
return patch;
}
//=============================================================
void MakeBrush(BRUSH *brush)
{
NodePtr node(Brush_AllocNode());
#if 0
for(int i=0; i<brush->NumFaces; i++)
{
_QERFaceData QERFaceData;
if(!strncmp(brush->face[i].texture, "textures/", 9))
strcpy(QERFaceData.m_TextureName,brush->face[i].texture);
else
{
strcpy(QERFaceData.m_TextureName,"textures/");
strcpy(QERFaceData.m_TextureName+9,brush->face[i].texture);
}
QERFaceData.m_nContents = brush->face[i].Contents;
QERFaceData.m_nFlags = brush->face[i].Surface;
QERFaceData.m_nValue = brush->face[i].Value;
QERFaceData.m_fShift[0] = brush->face[i].Shift[0];
QERFaceData.m_fShift[1] = brush->face[i].Shift[1];
QERFaceData.m_fRotate = brush->face[i].Rotate;
QERFaceData.m_fScale[0] = brush->face[i].Scale[0];
QERFaceData.m_fScale[1] = brush->face[i].Scale[1];
QERFaceData.m_v1[0] = brush->face[i].v[0][0];
QERFaceData.m_v1[1] = brush->face[i].v[0][1];
QERFaceData.m_v1[2] = brush->face[i].v[0][2];
QERFaceData.m_v2[0] = brush->face[i].v[1][0];
QERFaceData.m_v2[1] = brush->face[i].v[1][1];
QERFaceData.m_v2[2] = brush->face[i].v[1][2];
QERFaceData.m_v3[0] = brush->face[i].v[2][0];
QERFaceData.m_v3[1] = brush->face[i].v[2][1];
QERFaceData.m_v3[2] = brush->face[i].v[2][2];
QERFaceData.m_bBPrimit = false;
(g_FuncTable.m_pfnAddFaceData)(vp,&QERFaceData);
}
#endif
Node_getTraversable(h_func_group)->insert(node);
}
//=============================================================
void OpenFuncGroup()
{
h_func_group = GlobalEntityCreator().createEntity("func_group");
h_func_group->IncRef();
if(AddTerrainKey)
h_func_group->m_entity->setkeyvalue("terrain", "1");
}
//=============================================================
void CloseFuncGroup()
{
h_func_group->DecRef();
if (g_FuncTable.m_pfnSysUpdateWindows != NULL)
g_FuncTable.m_pfnSysUpdateWindows (W_ALL);
}