jedi-outcast/utils/Radiant/autocaulk.cpp

324 lines
9.4 KiB
C++

// Filename:- autocaulk.cpp
//
#include "stdafx.h"
#include "qe3.h"
#include "oddbits.h"
//
#include "autocaulk.h"
#pragma warning( disable : 4786)
#include <list>
using namespace std;
#pragma warning( disable : 4786)
// for some tedious reason, I can't include "brush.h" here, so...
//
extern void ClearBounds (vec3_t mins, vec3_t maxs);
extern void AddPointToBounds (const vec3_t v, vec3_t mins, vec3_t maxs);
static void FloorBounds(vec3_t mins, vec3_t maxs)
{
for (int i=0 ; i<3 ; i++)
{
mins[i] = floor(mins[i] + 0.5);
maxs[i] = floor(maxs[i] + 0.5);
}
}
/*
typedef struct
{
vec3_t v3Mins;
vec3_t v3Maxs;
vec3_t v3TL,v3TR,v3BL,v3BR;
vec3_t v3NormalisedRotationVector;
vec3_t v3NormalisedElevationVector;
} SquaredFace_t;
// make an artificial square face that encompasses all the points in the winding...
//
static void WindingToSquaredFace( SquaredFace_t *pSquareFaceDest, winding_t *pWinding)
{
// memset(pSquareFaceDest,0,sizeof(*pSquareFaceDest);
ClearBounds(pSquareFaceDest->v3Mins, pSquareFaceDest->v3Maxs);
for (int i=0; i<pWinding->numpoints ; i++)
{
AddPointToBounds( pWinding->points[i], pSquareFaceDest->v3Mins, pSquareFaceDest->v3Maxs );
}
VectorCopy(pSquareFaceDest->v3Mins, pSquareFaceDest->v3BL);
VectorCopy(pSquareFaceDest->v3Maxs, pSquareFaceDest->v3TR);
VectorCopy(pSquareFaceDest->v3Mins, pSquareFaceDest->v3TL);
pSquareFaceDest->v3TL[2] = pSquareFaceDest->v3Maxs[2];
VectorCopy(pSquareFaceDest->v3Maxs, pSquareFaceDest->v3BR);
pSquareFaceDest->v3BR[2] = pSquareFaceDest->v3Mins[2];
VectorSubtract( pSquareFaceDest->v3TR, pSquareFaceDest->v3TL, pSquareFaceDest->v3NormalisedRotationVector);
VectorNormalize(pSquareFaceDest->v3NormalisedRotationVector);
VectorSubtract( pSquareFaceDest->v3TL, pSquareFaceDest->v3BL, pSquareFaceDest->v3NormalisedElevationVector);
VectorNormalize(pSquareFaceDest->v3NormalisedElevationVector);
}
*/
static LPCSTR vtos(vec3_t v3)
{
return va("%.3ff,%.3f,%.3f",v3[0],v3[1],v3[2]);
}
list < pair < face_t*, brush_t*> > FacesToCaulk;
void Select_AutoCaulk(bool bMakeDetail)
{
Sys_Printf ("Caulking...\n");
FacesToCaulk.clear();
int iSystemBrushesSkipped = 0;
brush_t *next;
for (brush_t *pSelectedBrush = selected_brushes.next ; pSelectedBrush != &selected_brushes ; pSelectedBrush = next)
{
next = pSelectedBrush->next;
if (pSelectedBrush->owner->eclass->fixedsize)
continue; // apparently this means it's a model, so skip it...
// new check, we can't caulk a brush that has any "system/" faces...
//
bool bSystemFacePresent = false;
for (face_t *pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
{
if (!strnicmp(pSelectedFace->d_texture->name,"system/",7))
{
bSystemFacePresent = true;
break;
}
}
if (bSystemFacePresent)
{
iSystemBrushesSkipped++;
continue; // verboten to caulk this.
}
for (int iBrushListToScan = 0; iBrushListToScan<2; iBrushListToScan++)
{
brush_t *snext;
for (brush_t *pScannedBrush = (iBrushListToScan?active_brushes.next:selected_brushes.next); pScannedBrush != (iBrushListToScan?&active_brushes:&selected_brushes) ; pScannedBrush = snext)
{
snext = pScannedBrush->next;
if ( pScannedBrush == pSelectedBrush)
continue;
if (pScannedBrush->owner->eclass->fixedsize || pScannedBrush->patchBrush || pScannedBrush->hiddenBrush)
continue;
if (FilterBrush(pScannedBrush))
continue;
//face_t *pFace = pScannedBrush->brush_faces;
if (pScannedBrush->brush_faces->d_texture->bFromShader && (pScannedBrush->brush_faces->d_texture->nShaderFlags & QER_NOCARVE))
continue;
// basic-reject first to see if brushes can even possibly touch (coplanar counts as touching)
//
for (int i=0 ; i<3 ; i++)
{
if (pSelectedBrush->mins[i] > pScannedBrush->maxs[i] ||
pSelectedBrush->maxs[i] < pScannedBrush->mins[i])
{
break;
}
}
if (i != 3)
continue; // can't be touching
// ok, now for the clever stuff, we need to detect only those faces that are both coplanar and smaller
// or equal to the face they're coplanar with...
//
for (pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
{
winding_t *pSelectedWinding = pSelectedFace->face_winding;
if (!pSelectedWinding)
continue; // freed face, probably won't happen here, but who knows with this program?
// SquaredFace_t SelectedSquaredFace;
// WindingToSquaredFace( &SelectedSquaredFace, pSelectedWinding);
for (face_t *pScannedFace = pScannedBrush->brush_faces; pScannedFace; pScannedFace = pScannedFace->next)
{
// don't even try caulking against a system face, because these are often transparent and will leave holes
//
if (!strnicmp(pScannedFace->d_texture->name,"system/",7))
continue;
// and don't try caulking against something inherently transparent...
//
if (pScannedFace->d_texture->nShaderFlags & QER_TRANS)
continue;
winding_t *pScannedWinding = pScannedFace->face_winding;
if (!pScannedWinding)
continue; // freed face, probably won't happen here, but who knows with this program?
// SquaredFace_t ScannedSquaredFace;
// WindingToSquaredFace( &ScannedSquaredFace, pScannedWinding);
/* if (VectorCompare(ScannedSquaredFace.v3NormalisedRotationVector, SelectedSquaredFace.v3NormalisedRotationVector)
&&
VectorCompare(ScannedSquaredFace.v3NormalisedElevationVector, SelectedSquaredFace.v3NormalisedElevationVector)
)
*/
{
// brush faces are in parallel planes to each other, so check that their normals
// are opposite, by adding them together and testing for zero...
// (if normals are opposite, then faces can be against/touching each other?)
//
vec3_t v3ZeroTest;
static vec3_t v3Zero={0,0,0};
VectorAdd(pSelectedFace->plane.normal,pScannedFace->plane.normal,v3ZeroTest);
if (VectorCompare(v3ZeroTest,v3Zero))
{
// planes are facing each other...
//
// coplanar? (this is some maths of Gil's, which I don't even pretend to understand)
//
float fTotalDist = 0;
for (int _i=0; _i<3; _i++)
{
fTotalDist += fabs( DotProduct(pSelectedFace->plane.normal,pSelectedWinding->points[0])
-
DotProduct(pSelectedFace->plane.normal,pScannedWinding->points[i])
);
}
//OutputDebugString(va("Dist = %g\n",fTotalDist));
if (fTotalDist > 0.01)
continue;
// every point in the selected face must be within (or equal to) the bounds of the
// scanned face...
//
// work out the bounds first...
//
vec3_t v3ScannedBoundsMins, v3ScannedBoundsMaxs;
ClearBounds (v3ScannedBoundsMins, v3ScannedBoundsMaxs);
for (int iPoint=0; iPoint<pScannedWinding->numpoints; iPoint++)
{
AddPointToBounds( pScannedWinding->points[iPoint], v3ScannedBoundsMins, v3ScannedBoundsMaxs);
}
// floor 'em... (or .001 differences mess things up...
//
FloorBounds(v3ScannedBoundsMins, v3ScannedBoundsMaxs);
// now check points from selected face...
//
bool bWithin = true;
for (iPoint=0; iPoint < pSelectedWinding->numpoints; iPoint++)
{
for (int iXYZ=0; iXYZ<3; iXYZ++)
{
float f = floor(pSelectedWinding->points[iPoint][iXYZ] + 0.5);
if (!
(
f >= v3ScannedBoundsMins[iXYZ]
&&
f <= v3ScannedBoundsMaxs[iXYZ]
)
)
{
bWithin = false;
}
}
}
if (bWithin)
{
FacesToCaulk.push_back( pair<face_t*, brush_t*>(pSelectedFace,pSelectedBrush));
/*
OutputDebugString("Pair:\n");
OutputDebugString(vtos(pSelectedFace->plane.normal));
OutputDebugString("\n");
OutputDebugString(vtos(pScannedFace->plane.normal));
OutputDebugString("\n");
int z=1;
*/
}
}
}
}
}
}
}
}
// apply caulk...
//
int iFacesCaulked = 0;
if (FacesToCaulk.size())
{
LPCSTR psCaulkName = "system/caulk";
qtexture_t *pCaulk = Texture_ForName(psCaulkName);
if (pCaulk)
{
//
// and call some other junk that Radiant wants so so we can use it later...
//
texdef_t tex;
memset (&tex, 0, sizeof(tex));
tex.scale[0] = 1;
tex.scale[1] = 1;
tex.flags = pCaulk->flags;
tex.value = pCaulk->value;
tex.contents = pCaulk->contents;
strcpy (tex.name, pCaulk->name);
//Texture_SetTexture (&tex);
for (list< pair < face_t*, brush_t*> >::iterator it = FacesToCaulk.begin(); it!= FacesToCaulk.end(); ++it)
{
face_t *pFace = (*it).first;
brush_t*pBrush= (*it).second;
memcpy(&pFace->texdef,&tex,sizeof(tex));
Face_FitTexture(pFace, 1, 1); // this doesn't work here for some reason... duh.
Brush_Build(pBrush);
iFacesCaulked++;
}
}
else
{
Sys_Printf(" Unable to locate caulk texture at: \"%s\"!\n",psCaulkName);
}
}
Sys_Printf("( %d faces caulked )\n",iFacesCaulked);
if (iSystemBrushesSkipped)
{
Sys_Printf("( %d system-faced brushes skipped )\n",iSystemBrushesSkipped);
}
if (bMakeDetail)
{
Select_MakeDetail( false );
}
Sys_UpdateWindows (W_ALL);
}