mirror of
https://github.com/TTimo/GtkRadiant.git
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459 lines
12 KiB
C++
459 lines
12 KiB
C++
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// DShape.cpp: implementation of the DShape class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "StdAfx.h"
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#include "DShape.h"
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//#include "dialogs-gtk.h"
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#include "misc.h"
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#include "shapes.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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bool bFacesAll[6] = {TRUE, TRUE, TRUE, TRUE, TRUE, TRUE};
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DShape::DShape(){
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m_nNextBrush = 0;
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}
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DShape::~DShape(){
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}
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void DShape::BuildRegularPrism( vec3_t min, vec3_t max, int nSides, bool bAlignTop ){
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vec3_t vc[MAX_POLYGON_FACES + 2], vd[MAX_POLYGON_FACES + 2];
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vec3_t radius;
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vec3_t origin;
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VectorSubtract( max, min, radius );
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VectorScale( radius, 0.5f, radius );
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// calc 3d radius and origin
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VectorAdd( max, min, origin );
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VectorScale( origin, 0.5f, origin );
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float phase = 0.0f;
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if ( bAlignTop ) {
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phase = -( Q_PI / nSides );
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VectorScale( radius, static_cast< float >( 1 / cos( phase ) ), radius );
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}
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//----- Build Polygon Vertices -----
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int i;
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for ( i = 0; i < nSides; i++ )
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{
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VectorCopy( origin, vc[i] );
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VectorCopy( origin, vd[i] );
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vc[i][2] = min[2];
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vd[i][2] = max[2];
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vc[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );
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vc[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );
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vd[i][0] = vc[i][0];
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vd[i][1] = vc[i][1];
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}
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VectorCopy( vc[0], vc[nSides] );
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VectorCopy( vd[0], vd[nSides] );
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VectorCopy( vc[1], vc[nSides + 1] );
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VectorCopy( vd[1], vd[nSides + 1] );
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//----------------------------------
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DBrush* pB = m_Container.GetWorldSpawn()->NewBrush( m_nNextBrush++ );
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for ( i = 1; i <= nSides; i++ )
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pB->AddFace( vc[i - 1], vc[i], vd[i], GetCurrentTexture(), FALSE );
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pB->AddFace( vc[2], vc[1], vc[0], "textures/common/caulk", FALSE );
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pB->AddFace( vd[0], vd[1], vd[2], "textures/common/caulk", FALSE );
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}
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void DShape::Commit(){
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m_Container.GetWorldSpawn()->FixBrushes( FALSE );
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m_Container.BuildInRadiant( TRUE );
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}
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void DShape::BuildInversePrism( vec3_t min, vec3_t max, int nSides, bool bAlignTop ){
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vec3_t va[MAX_POLYGON_FACES + 1], vb[MAX_POLYGON_FACES + 1];
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vec3_t radius;
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vec3_t origin;
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VectorSubtract( max, min, radius );
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VectorScale( radius, 0.5f, radius );
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// calc 3d radius and origin
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VectorAdd( max, min, origin );
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VectorScale( origin, 0.5f, origin );
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float phase = 0.0f;
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if ( bAlignTop ) {
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phase = -( Q_PI / nSides );
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VectorScale( radius, static_cast< float >( 1 / cos( phase ) ), radius );
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}
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//----- Build Polygon Vertices -----
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int i;
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for ( i = 0; i < nSides; i++ )
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{
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VectorCopy( origin, va[i] );
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VectorCopy( origin, vb[i] );
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va[i][2] = min[2];
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vb[i][2] = max[2];
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va[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );
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va[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );
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vb[i][0] = va[i][0];
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vb[i][1] = va[i][1];
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}
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VectorCopy( va[0], va[nSides] );
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VectorCopy( vb[0], vb[nSides] );
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//----------------------------------
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for ( i = 1; i <= nSides; i++ )
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{
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DBrush* pB = GetBoundingCube( min, max, "textures/common/caulk" );
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vec3_t top, bottom;
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VectorCopy( va[i - 1], top );
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VectorCopy( va[i], bottom );
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if ( va[i - 1][1] > va[i][1] ) {
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top[0] += 5;
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bottom[0] += 5;
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}
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else // flip direction of plane on crossover
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{
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top[0] -= 5;
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bottom[0] -= 5;
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}
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if ( top[1] != bottom[1] ) { // internal line is flat already if true
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pB->AddFace( va[i - 1], top, vb[i - 1], "textures/common/caulk", FALSE );
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pB->AddFace( va[i], vb[i], bottom, "textures/common/caulk", FALSE );
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} // add cut-off planes
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pB->AddFace( va[i - 1], vb[i - 1], vb[i], GetCurrentTexture(), FALSE );
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// add internal polygon plane
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}
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}
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void DShape::BuildBorderedPrism( vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop ){
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vec3_t va[MAX_POLYGON_FACES + 2], vb[MAX_POLYGON_FACES + 2];
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vec3_t vc[MAX_POLYGON_FACES + 2], vd[MAX_POLYGON_FACES + 2];
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vec3_t radius;
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vec3_t origin;
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VectorSubtract( max, min, radius );
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VectorScale( radius, 0.5f, radius );
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// calc 3d radius and origin
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VectorAdd( max, min, origin );
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VectorScale( origin, 0.5f, origin );
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if ( nBorder >= Min( radius[0], radius[1] ) ) {
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// DoMessageBox("Border is too large", "Error", MB_OK);
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return;
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}
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float phase = 0.0f;
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if ( bAlignTop ) {
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phase = -( Q_PI / nSides );
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VectorScale( radius, static_cast< float >( 1 / cos( phase ) ), radius );
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}
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//----- Build Polygon Vertices -----
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int i;
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for ( i = 0; i < nSides; i++ )
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{
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VectorCopy( origin, va[i] );
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VectorCopy( origin, vb[i] );
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VectorCopy( origin, vc[i] );
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VectorCopy( origin, vd[i] );
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va[i][2] = min[2];
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vb[i][2] = max[2];
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va[i][0] += ( radius[0] - nBorder ) * sinf( ( 2 * Q_PI * i / nSides ) + phase );
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va[i][1] += ( radius[1] - nBorder ) * cosf( ( 2 * Q_PI * i / nSides ) + phase );
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vb[i][0] = va[i][0];
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vb[i][1] = va[i][1];
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vc[i][2] = min[2];
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vd[i][2] = max[2];
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vc[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );
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vc[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );
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vd[i][0] = vc[i][0];
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vd[i][1] = vc[i][1];
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}
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VectorCopy( va[0], va[nSides] );
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VectorCopy( vb[0], vb[nSides] );
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VectorCopy( va[1], va[nSides + 1] );
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VectorCopy( vb[1], vb[nSides + 1] );
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VectorCopy( vc[0], vc[nSides] );
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VectorCopy( vd[0], vd[nSides] );
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VectorCopy( vc[1], vc[nSides + 1] );
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VectorCopy( vd[1], vd[nSides + 1] );
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//----------------------------------
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for ( i = 1; i <= nSides; i++ )
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{
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DBrush* pB = GetBoundingCube( min, max, "textures/common/caulk" );
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pB->AddFace( origin, vc[i - 1], vd[i - 1], "textures/common/caulk", FALSE );
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pB->AddFace( origin, vd[i], vc[i], "textures/common/caulk", FALSE );
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pB->AddFace( vc[i - 1], vc[i], vd[i], GetCurrentTexture(), FALSE );
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pB->AddFace( vb[i], va[i], va[i - 1], GetCurrentTexture(), FALSE );
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}
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}
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DBrush* DShape::GetBoundingCube_Ext( vec3_t min, vec3_t max, const char *textureName, bool* bUseFaces, bool detail ){
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DBrush* pB = new DBrush;
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//----- Build Outer Bounds ---------
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vec3_t v1, v2, v3, v5, v6, v7;
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VectorCopy( min, v1 );
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VectorCopy( min, v2 );
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VectorCopy( min, v3 );
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VectorCopy( max, v5 );
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VectorCopy( max, v6 );
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VectorCopy( max, v7 );
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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//----------------------------------
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//----- Add Six Cube Faces ---------
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if ( bUseFaces[0] ) {
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pB->AddFace( v1, v2, v3, textureName, detail );
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}
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if ( bUseFaces[1] ) {
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pB->AddFace( v1, v3, v6, textureName, detail );
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}
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if ( bUseFaces[2] ) {
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pB->AddFace( v1, v7, v2, textureName, detail );
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}
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if ( bUseFaces[3] ) {
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pB->AddFace( v5, v6, v3, textureName, detail );
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}
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if ( bUseFaces[4] ) {
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pB->AddFace( v5, v2, v7, textureName, detail );
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}
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if ( bUseFaces[5] ) {
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pB->AddFace( v5, v7, v6, textureName, detail );
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}
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//----------------------------------
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return pB;
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}
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DBrush* DShape::GetBoundingCube( vec3_t min, vec3_t max, const char *textureName, DEntity* ent, bool* bUseFaces ){
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DBrush* pB;
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if ( ent == NULL ) {
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pB = m_Container.GetWorldSpawn()->NewBrush( m_nNextBrush++ );
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}
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else{
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pB = ent->NewBrush( m_nNextBrush++ );
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}
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//----- Build Outer Bounds ---------
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vec3_t v1, v2, v3, v5, v6, v7;
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VectorCopy( min, v1 );
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VectorCopy( min, v2 );
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VectorCopy( min, v3 );
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VectorCopy( max, v5 );
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VectorCopy( max, v6 );
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VectorCopy( max, v7 );
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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//----------------------------------
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//----- Add Six Cube Faces ---------
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if ( bUseFaces[0] ) {
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pB->AddFace( v1, v2, v3, textureName, FALSE );
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}
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if ( bUseFaces[1] ) {
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pB->AddFace( v1, v3, v6, textureName, FALSE );
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}
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if ( bUseFaces[2] ) {
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pB->AddFace( v1, v7, v2, textureName, FALSE );
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}
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if ( bUseFaces[3] ) {
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pB->AddFace( v5, v6, v3, textureName, FALSE );
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}
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if ( bUseFaces[4] ) {
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pB->AddFace( v5, v2, v7, textureName, FALSE );
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}
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if ( bUseFaces[5] ) {
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pB->AddFace( v5, v7, v6, textureName, FALSE );
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}
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//----------------------------------
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return pB;
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}
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bool DShape::BuildPit( vec3_t min, vec3_t max ){
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if ( ( max[2] - min[2] ) < 196 ) {
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return FALSE;
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}
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srand( time( NULL ) );
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vec3_t centre;
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VectorAdd( min, max, centre );
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VectorScale( centre, 0.5f, centre );
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char buffer[256];
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int team = ( rand() % 10000 ) + 5000;
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// ************* SPEAKER ***************
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sprintf( buffer, "t%i_1", team );
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// trigger for speaker
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vec3_t triggerVoiceBtm;
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VectorCopy( min, triggerVoiceBtm );
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triggerVoiceBtm[2] = max[2] - 16;
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DEntity* triggerVoice = m_Container.AddEntity( "trigger_multiple" );
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GetBoundingCube( triggerVoiceBtm, max, "textures/common/trigger", triggerVoice );
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triggerVoice->AddEPair( "target", buffer );
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//--------------------
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// target for speaker
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vec3_t voiceOrigin;
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VectorCopy( centre, voiceOrigin );
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voiceOrigin[2] = max[2] + 16;
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DEntity* targetVoice = m_Container.AddEntity( "target_speaker" );
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targetVoice->AddEPair( "targetname", buffer );
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sprintf( buffer, "%f %f %f", voiceOrigin[0], voiceOrigin[1], voiceOrigin[2] );
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targetVoice->AddEPair( "origin", buffer );
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targetVoice->AddEPair( "spawnflags", "8" );
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targetVoice->AddEPair( "noise", "*falling1.wav" );
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//--------------------
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// *********** END SPEAKER *************
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// ********* POWERUP REMOVAL ***********
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sprintf( buffer, "t%i_2", team );
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// trigger for powerup removal
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vec3_t triggerPwrRmvTop, triggerPwrRmvBtm;
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VectorCopy( min, triggerPwrRmvBtm );
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VectorCopy( max, triggerPwrRmvTop );
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triggerPwrRmvTop[2] = triggerVoiceBtm[2] - 64;
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triggerPwrRmvBtm[2] = triggerPwrRmvTop[2] - 16;
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DEntity* triggerPwrRmv = m_Container.AddEntity( "trigger_multiple" );
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GetBoundingCube( triggerPwrRmvBtm, triggerPwrRmvTop, "textures/common/trigger", triggerPwrRmv );
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triggerPwrRmv->AddEPair( "target", buffer );
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//--------------------
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// target for powerup removal
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vec3_t pwrRmvOrigin;
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VectorCopy( centre, pwrRmvOrigin );
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pwrRmvOrigin[2] = triggerPwrRmvTop[2] + 16;
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DEntity* targetPwrRmv = m_Container.AddEntity( "target_remove_powerups" );
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targetPwrRmv->AddEPair( "targetname", buffer );
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sprintf( buffer, "%f %f %f", pwrRmvOrigin[0], pwrRmvOrigin[1], pwrRmvOrigin[2] );
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targetPwrRmv->AddEPair( "origin", buffer );
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//--------------------
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// ****** END POWERUP REMOVAL ********
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// ********* DAMAGE ***********
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// trigger for damage
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vec3_t triggerDmgTop, triggerDmgBtm;
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VectorCopy( min, triggerDmgBtm );
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VectorCopy( max, triggerDmgTop );
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triggerDmgBtm[2] = min[2] + 64;
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triggerDmgTop[2] = triggerDmgBtm[2] + 16;
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DEntity* triggerDmg = m_Container.AddEntity( "trigger_hurt" );
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GetBoundingCube( triggerDmgBtm, triggerDmgTop, "textures/common/trigger", triggerDmg );
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triggerDmg->AddEPair( "dmg", "9999" );
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triggerDmg->AddEPair( "spawnflags", "12" );
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//--------------------
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// ****** END DAMAGE ********
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// ********* NODROP ***********
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vec3_t nodropTop;
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VectorCopy( max, nodropTop );
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nodropTop[2] = min[2] + 64;
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GetBoundingCube( min, nodropTop, "textures/common/nodrop" );
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// ****** END NODROP ********
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return TRUE;
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}
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