mirror of
https://github.com/TTimo/GtkRadiant.git
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0f319946a6
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@79 8a3a26a2-13c4-0310-b231-cf6edde360e5
406 lines
8.1 KiB
C++
406 lines
8.1 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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#include "misc.h"
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#include <list>
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#include "str.h"
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#include "DPoint.h"
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#include "DPlane.h"
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#include "DBrush.h"
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#include "DEPair.h"
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#include "DPatch.h"
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#include "DEntity.h"
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#include "funchandlers.h"
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#ifdef __linux__
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#include <sys/types.h>
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#include <unistd.h>
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#endif
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#include "iundo.h"
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#include "ientity.h"
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#include "iscenegraph.h"
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#include "qerplugin.h"
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#include <vector>
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#include <list>
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#include <map>
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#include <algorithm>
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#include "scenelib.h"
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/*==========================
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Global Vars
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==========================*/
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//HANDLE bsp_process;
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char g_CurrentTexture[256] = "";
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//=============================================================
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//=============================================================
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void ReadCurrentTexture()
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{
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const char* textureName = GlobalRadiant().TextureBrowser_getSelectedShader();
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strcpy(g_CurrentTexture, textureName);
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}
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const char* GetCurrentTexture()
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{
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ReadCurrentTexture();
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return g_CurrentTexture;
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}
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void MoveBlock(int dir, vec3_t min, vec3_t max, float dist)
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{
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switch(dir)
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{
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case MOVE_EAST:
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{
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min[0]+=dist;
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max[0]+=dist;
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break;
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}
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case MOVE_WEST:
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{
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min[0]-=dist;
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max[0]-=dist;
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break;
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}
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case MOVE_NORTH:
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{
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min[1]+=dist;
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max[1]+=dist;
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break;
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}
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case MOVE_SOUTH:
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{
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min[1]-=dist;
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max[1]-=dist;
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break;
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}
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}
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}
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void SetInitialStairPos(int dir, vec3_t min, vec3_t max, float width)
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{
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switch(dir)
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{
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case MOVE_EAST:
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{
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max[0] = min[0] + width;
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break;
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}
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case MOVE_WEST:
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{
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min[0] = max[0] - width;
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break;
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}
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case MOVE_NORTH:
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{
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max[1] = min[1] + width;
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break;
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}
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case MOVE_SOUTH:
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{
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min[1] = max[1] - width;
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break;
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}
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}
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}
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char* TranslateString (char *buf)
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{
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static char buf2[32768];
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std::size_t l = strlen(buf);
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char* out = buf2;
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for (int i=0 ; i<l ; i++)
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{
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if (buf[i] == '\n')
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{
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*out++ = '\r';
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*out++ = '\n';
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}
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else
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*out++ = buf[i];
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}
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*out++ = 0;
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return buf2;
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}
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char* UnixToDosPath(char* path)
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{
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#ifndef WIN32
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return path;
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#else
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for(char* p = path; *p; p++)
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{
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if(*p == '/')
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*p = '\\';
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}
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return path;
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#endif
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}
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const char* ExtractFilename(const char* path)
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{
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char* p = strrchr(path, '/');
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if(!p)
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{
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p = strrchr(path, '\\');
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if(!p)
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return path;
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}
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return ++p;
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}
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extern char* PLUGIN_NAME;
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/*char* GetGameFilename(char* buffer, const char* filename)
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{
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strcpy(buffer, g_FuncTable.m_pfnGetGamePath());
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char* p = strrchr(buffer, '/');
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*++p = '\0';
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strcat(buffer, filename);
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buffer = UnixToDosPath(buffer);
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return buffer;
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}*/
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#if defined (POSIX)
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// the bCreateConsole parameter is ignored on linux ..
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bool Q_Exec( const char *pCmd, bool bCreateConsole )
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{
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switch (fork())
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{
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case -1:
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return false;
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// Error ("CreateProcess failed");
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break;
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case 0:
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#ifdef _DEBUG
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printf("Running system...\n");
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printf("Command: %s\n", pCmd);
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#endif
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// NOTE: we could use that to detect when a step finishes. But then it
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// would not work for remote compiling stuff.
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// execlp (pCmd, pCmd, NULL);
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system( pCmd );
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printf ("system() returned");
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_exit (0);
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break;
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}
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return true;
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}
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#endif
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#ifdef WIN32
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#include <windows.h>
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bool Q_Exec( const char *pCmd, bool bCreateConsole )
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{
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// G_DeWan: Don't know if this is needed for linux version
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PROCESS_INFORMATION pi;
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STARTUPINFO si = {0}; // Initialize all members to zero
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si.cb = sizeof(STARTUPINFO); // Set byte count
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DWORD dwCreationFlags;
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if (bCreateConsole)
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dwCreationFlags = CREATE_NEW_CONSOLE | NORMAL_PRIORITY_CLASS;
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else
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dwCreationFlags = DETACHED_PROCESS | NORMAL_PRIORITY_CLASS;
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for(; *pCmd == ' '; pCmd++);
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if(!CreateProcess(NULL, (char *)pCmd, NULL, NULL, false, dwCreationFlags, NULL, NULL, &si, &pi))
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return false;
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return true;
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}
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#endif
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void StartBSP()
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{
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char exename[256];
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GetFilename(exename, "q3map");
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UnixToDosPath(exename); // do we want this done in linux version?
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char mapname[256];
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const char *pn = GlobalRadiant().getMapsPath();
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strcpy( mapname, pn );
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strcat( mapname, "/ac_prt.map" );
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UnixToDosPath(mapname);
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char command[1024];
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sprintf(command, "%s -nowater -fulldetail %s", exename, mapname);
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Q_Exec( command, true );
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}
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class EntityWriteMiniPrt
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{
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mutable DEntity world;
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FILE* pFile;
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std::list<Str>* exclusionList;
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public:
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EntityWriteMiniPrt(FILE* pFile, std::list<Str>* exclusionList)
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: pFile(pFile), exclusionList(exclusionList)
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{
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}
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void operator()(scene::Instance& instance) const
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{
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const char* classname = Node_getEntity(instance.path().top())->getKeyValue("classname");
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if(!strcmp(classname, "worldspawn"))
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{
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world.LoadFromEntity(instance.path().top(), false);
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world.RemoveNonCheckBrushes(exclusionList, true);
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world.SaveToFile(pFile);
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}
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else if(strstr(classname, "info_"))
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{
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world.ClearBrushes();
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world.ClearEPairs();
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world.LoadEPairList(Node_getEntity(instance.path().top()));
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world.SaveToFile(pFile);
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}
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}
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};
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void BuildMiniPrt(std::list<Str>* exclusionList)
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{
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// yes, we could just use -fulldetail option, but, as SPOG said
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// it'd be faster without all the hint, donotenter etc textures and
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// doors, etc
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char buffer[128];
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const char *pn = GlobalRadiant().getMapsPath();
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strcpy( buffer, pn );
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strcat( buffer, "/ac_prt.map" );
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FILE* pFile = fopen(buffer, "w");
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// ahem, thx rr2
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if(!pFile)
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return;
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Scene_forEachEntity(EntityWriteMiniPrt(pFile, exclusionList));
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fclose(pFile);
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StartBSP();
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}
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class EntityFindByTargetName
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{
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const char* targetname;
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public:
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mutable const scene::Path* result;
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EntityFindByTargetName(const char* targetname)
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: targetname(targetname), result(0)
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{
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}
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void operator()(scene::Instance& instance) const
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{
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if(result == 0)
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{
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const char* value = Node_getEntity(instance.path().top())->getKeyValue("targetname");
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if(!strcmp(value, targetname))
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{
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result = &instance.path();
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}
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}
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}
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};
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const scene::Path* FindEntityFromTargetname(const char* targetname)
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{
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return Scene_forEachEntity(EntityFindByTargetName(targetname)).result;
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}
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void FillDefaultTexture(_QERFaceData* faceData, vec3_t va, vec3_t vb, vec3_t vc, const char* texture)
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{
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faceData->m_texdef.rotate = 0;
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faceData->m_texdef.scale[0] = 0.5;
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faceData->m_texdef.scale[1] = 0.5;
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faceData->m_texdef.shift[0] = 0;
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faceData->m_texdef.shift[1] = 0;
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faceData->contents = 0;
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faceData->flags = 0;
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faceData->value = 0;
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if(*texture)
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faceData->m_shader = texture;
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else
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faceData->m_shader = "textures/common/caulk";
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VectorCopy(va, faceData->m_p0);
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VectorCopy(vb, faceData->m_p1);
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VectorCopy(vc, faceData->m_p2);
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}
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float Determinant3x3(float a1, float a2, float a3,
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float b1, float b2, float b3,
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float c1, float c2, float c3)
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{
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return a1*(b2*c3-b3*c2) - a2*(b1*c3-b3*c1) + a3*(b1*c2-b2*c1);
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}
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bool GetEntityCentre(const char* entity, vec3_t centre)
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{
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const scene::Path* ent = FindEntityFromTargetname(entity);
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if(!ent)
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return false;
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scene::Instance& instance = *GlobalSceneGraph().find(*ent);
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VectorCopy(instance.worldAABB().origin, centre);
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return true;
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}
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vec_t Min(vec_t a, vec_t b)
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{
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if(a < b)
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return a;
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return b;
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}
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void MakeNormal( const vec_t* va, const vec_t* vb, const vec_t* vc, vec_t* out ) {
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vec3_t v1, v2;
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VectorSubtract(va, vb, v1);
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VectorSubtract(vc, vb, v2);
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CrossProduct(v1, v2, out);
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}
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char* GetFilename(char* buffer, const char* filename) {
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strcpy(buffer, GlobalRadiant().getAppPath());
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strcat(buffer, "plugins/");
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strcat(buffer, filename);
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return buffer;
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}
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