#include #include "qe3.h" #define MAX_POINTS_ON_WINDING 64 void FreeWinding (winding_t *w); winding_t *Winding_Clone( winding_t *w ); winding_t *ClipWinding (winding_t *in, plane_t *split, qboolean keepon); void PrintWinding (winding_t *w) { int i; printf ("-------------\n"); for (i=0 ; inumpoints ; i++) printf ("(%5.2f, %5.2f, %5.2f)\n", w->points[i][0] , w->points[i][1], w->points[i][2]); } void PrintPlane (plane_t *p) { printf ("(%5.2f, %5.2f, %5.2f) : %5.2f\n", p->normal[0], p->normal[1], p->normal[2], p->dist); } void PrintVector (vec3_t v) { printf ("(%5.2f, %5.2f, %5.2f)\n", v[0], v[1], v[2]); } face_t *Face_Clone (face_t *f) { face_t *n; n = Face_Alloc(); n->texdef = f->texdef; memcpy (n->planepts, f->planepts, sizeof(n->planepts)); // all other fields are derived, and will be set by Brush_Build return n; } //============================================================================ #define BOGUS_RANGE 18000 /* ================== NewWinding ================== */ winding_t *NewWinding (int points) { winding_t *w; int size; if (points > MAX_POINTS_ON_WINDING) Error ("NewWinding: %i points", points); size = (int)((winding_t *)0)->points[points]; w = malloc (size); memset (w, 0, size); w->maxpoints = points; return w; } void FreeWinding (winding_t *w) { free (w); } /* ================== Winding_Clone ================== */ winding_t *Winding_Clone(winding_t *w) { int size; winding_t *c; size = (int)((winding_t *)0)->points[w->numpoints]; c = qmalloc (size); memcpy (c, w, size); return c; } /* ================== ClipWinding Clips the winding to the plane, returning the new winding on the positive side Frees the input winding. If keepon is true, an exactly on-plane winding will be saved, otherwise it will be clipped away. ================== */ winding_t *ClipWinding (winding_t *in, plane_t *split, qboolean keepon) { vec_t dists[MAX_POINTS_ON_WINDING]; int sides[MAX_POINTS_ON_WINDING]; int counts[3]; vec_t dot; int i, j; vec_t *p1, *p2; vec3_t mid; winding_t *neww; int maxpts; counts[0] = counts[1] = counts[2] = 0; // determine sides for each point for (i=0 ; inumpoints ; i++) { dot = DotProduct (in->points[i], split->normal); dot -= split->dist; dists[i] = dot; if (dot > ON_EPSILON) sides[i] = SIDE_FRONT; else if (dot < -ON_EPSILON) sides[i] = SIDE_BACK; else { sides[i] = SIDE_ON; } counts[sides[i]]++; } sides[i] = sides[0]; dists[i] = dists[0]; if (keepon && !counts[0] && !counts[1]) return in; if (!counts[0]) { FreeWinding (in); return NULL; } if (!counts[1]) return in; maxpts = in->numpoints+4; // can't use counts[0]+2 because // of fp grouping errors neww = NewWinding (maxpts); for (i=0 ; inumpoints ; i++) { p1 = in->points[i]; if (sides[i] == SIDE_ON) { VectorCopy (p1, neww->points[neww->numpoints]); neww->numpoints++; continue; } if (sides[i] == SIDE_FRONT) { VectorCopy (p1, neww->points[neww->numpoints]); neww->numpoints++; } if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i]) continue; // generate a split point p2 = in->points[(i+1)%in->numpoints]; dot = dists[i] / (dists[i]-dists[i+1]); for (j=0 ; j<3 ; j++) { // avoid round off error when possible if (split->normal[j] == 1) mid[j] = split->dist; else if (split->normal[j] == -1) mid[j] = -split->dist; else mid[j] = p1[j] + dot*(p2[j]-p1[j]); } VectorCopy (mid, neww->points[neww->numpoints]); neww->numpoints++; } if (neww->numpoints > maxpts) Error ("ClipWinding: points exceeded estimate"); // free the original winding FreeWinding (in); return neww; } /* ============================================================================= TEXTURE COORDINATES ============================================================================= */ /* ================== textureAxisFromPlane ================== */ vec3_t baseaxis[18] = { {0,0,1}, {1,0,0}, {0,-1,0}, // floor {0,0,-1}, {1,0,0}, {0,-1,0}, // ceiling {1,0,0}, {0,1,0}, {0,0,-1}, // west wall {-1,0,0}, {0,1,0}, {0,0,-1}, // east wall {0,1,0}, {1,0,0}, {0,0,-1}, // south wall {0,-1,0}, {1,0,0}, {0,0,-1} // north wall }; void TextureAxisFromPlane(plane_t *pln, vec3_t xv, vec3_t yv) { int bestaxis; float dot,best; int i; best = 0; bestaxis = 0; for (i=0 ; i<6 ; i++) { dot = DotProduct (pln->normal, baseaxis[i*3]); if (dot > best) { best = dot; bestaxis = i; } } VectorCopy (baseaxis[bestaxis*3+1], xv); VectorCopy (baseaxis[bestaxis*3+2], yv); } float lightaxis[3] = {0.6, 0.8, 1.0}; /* ================ SetShadeForPlane Light different planes differently to improve recognition ================ */ float SetShadeForPlane (plane_t *p) { int i; float f; // axial plane for (i=0 ; i<3 ; i++) if (fabs(p->normal[i]) > 0.9) { f = lightaxis[i]; return f; } // between two axial planes for (i=0 ; i<3 ; i++) if (fabs(p->normal[i]) < 0.1) { f = (lightaxis[(i+1)%3] + lightaxis[(i+2)%3])/2; return f; } // other f= (lightaxis[0] + lightaxis[1] + lightaxis[2]) / 3; return f; } vec3_t vecs[2]; float shift[2]; /* ================ BeginTexturingFace ================ */ void BeginTexturingFace (brush_t *b, face_t *f, qtexture_t *q) { vec3_t pvecs[2]; int sv, tv; float ang, sinv, cosv; float ns, nt; int i,j; float shade; // get natural texture axis TextureAxisFromPlane(&f->plane, pvecs[0], pvecs[1]); // set shading for face shade = SetShadeForPlane (&f->plane); if (camera.draw_mode == cd_texture && !b->owner->eclass->fixedsize) { f->d_color[0] = f->d_color[1] = f->d_color[2] = shade; } else { f->d_color[0] = shade*q->color[0]; f->d_color[1] = shade*q->color[1]; f->d_color[2] = shade*q->color[2]; } if (camera.draw_mode != cd_texture) return; if (!f->texdef.scale[0]) f->texdef.scale[0] = q->scale_x; if (!f->texdef.scale[1]) f->texdef.scale[1] = q->scale_y; // rotate axis if (f->texdef.rotate == 0) { sinv = 0 ; cosv = 1; } else if (f->texdef.rotate == 90) { sinv = 1 ; cosv = 0; } else if (f->texdef.rotate == 180) { sinv = 0 ; cosv = -1; } else if (f->texdef.rotate == 270) { sinv = -1 ; cosv = 0; } else { ang = f->texdef.rotate / 180 * Q_PI; sinv = sin(ang); cosv = cos(ang); } if (pvecs[0][0]) sv = 0; else if (pvecs[0][1]) sv = 1; else sv = 2; if (pvecs[1][0]) tv = 0; else if (pvecs[1][1]) tv = 1; else tv = 2; for (i=0 ; i<2 ; i++) { ns = cosv * pvecs[i][sv] - sinv * pvecs[i][tv]; nt = sinv * pvecs[i][sv] + cosv * pvecs[i][tv]; vecs[i][sv] = ns; vecs[i][tv] = nt; } for (i=0 ; i<2 ; i++) for (j=0 ; j<3 ; j++) vecs[i][j] = vecs[i][j] / f->texdef.scale[i]; } void _EmitTextureCoordinates (vec3_t v, qtexture_t *q) { float s, t; s = DotProduct (v, vecs[0]); t = DotProduct (v, vecs[1]); s += shift[0]; t += shift[1]; s /= q->width; t /= q->height; glTexCoord2f (s, t); } void EmitTextureCoordinates ( float *xyzst, qtexture_t *q, face_t *f) { float s, t, ns, nt; float ang, sinv, cosv; vec3_t vecs[2]; texdef_t *td; // get natural texture axis TextureAxisFromPlane(&f->plane, vecs[0], vecs[1]); td = &f->texdef; ang = td->rotate / 180 * Q_PI; sinv = sin(ang); cosv = cos(ang); if (!td->scale[0]) td->scale[0] = 1; if (!td->scale[1]) td->scale[1] = 1; s = DotProduct(xyzst, vecs[0]); t = DotProduct(xyzst, vecs[1]); ns = cosv * s - sinv * t; nt = sinv * s + cosv * t; s = ns/td->scale[0] + td->shift[0]; t = nt/td->scale[1] + td->shift[1]; // gl scales everything from 0 to 1 s /= q->width; t /= q->height; xyzst[3] = s; xyzst[4] = t; } //========================================================================== /* ================= BasePolyForPlane ================= */ winding_t *BasePolyForPlane (plane_t *p) { int i, x; vec_t max, v; vec3_t org, vright, vup; winding_t *w; // find the major axis max = -BOGUS_RANGE; x = -1; for (i=0 ; i<3; i++) { v = fabs(p->normal[i]); if (v > max) { x = i; max = v; } } if (x==-1) Error ("BasePolyForPlane: no axis found"); VectorCopy (vec3_origin, vup); switch (x) { case 0: case 1: vup[2] = 1; break; case 2: vup[0] = 1; break; } v = DotProduct (vup, p->normal); VectorMA (vup, -v, p->normal, vup); VectorNormalize (vup, vup); VectorScale (p->normal, p->dist, org); CrossProduct (vup, p->normal, vright); VectorScale (vup, 8192, vup); VectorScale (vright, 8192, vright); // project a really big axis aligned box onto the plane w = NewWinding (4); VectorSubtract (org, vright, w->points[0]); VectorAdd (w->points[0], vup, w->points[0]); VectorAdd (org, vright, w->points[1]); VectorAdd (w->points[1], vup, w->points[1]); VectorAdd (org, vright, w->points[2]); VectorSubtract (w->points[2], vup, w->points[2]); VectorSubtract (org, vright, w->points[3]); VectorSubtract (w->points[3], vup, w->points[3]); w->numpoints = 4; return w; } void Brush_MakeFacePlanes (brush_t *b) { face_t *f; int j; vec3_t t1, t2, t3; for (f=b->brush_faces ; f ; f=f->next) { // convert to a vector / dist plane for (j=0 ; j<3 ; j++) { t1[j] = f->planepts[0][j] - f->planepts[1][j]; t2[j] = f->planepts[2][j] - f->planepts[1][j]; t3[j] = f->planepts[1][j]; } CrossProduct(t1,t2, f->plane.normal); if (VectorCompare (f->plane.normal, vec3_origin)) printf ("WARNING: brush plane with no normal\n"); VectorNormalize (f->plane.normal, f->plane.normal); f->plane.dist = DotProduct (t3, f->plane.normal); } } void DrawBrushEntityName (brush_t *b) { char *name; float a, s, c; vec3_t mid; int i; if (!b->owner) return; // during contruction if (b->owner == world_entity) return; if (b != b->owner->brushes.onext) return; // not key brush // draw the angle pointer a = FloatForKey (b->owner, "angle"); if (a) { s = sin (a/180*Q_PI); c = cos (a/180*Q_PI); for (i=0 ; i<3 ; i++) mid[i] = (b->mins[i] + b->maxs[i])*0.5; glBegin (GL_LINE_STRIP); glVertex3fv (mid); mid[0] += c*8; mid[1] += s*8; glVertex3fv (mid); mid[0] -= c*4; mid[1] -= s*4; mid[0] -= s*4; mid[1] += c*4; glVertex3fv (mid); mid[0] += c*4; mid[1] += s*4; mid[0] += s*4; mid[1] -= c*4; glVertex3fv (mid); mid[0] -= c*4; mid[1] -= s*4; mid[0] += s*4; mid[1] -= c*4; glVertex3fv (mid); glEnd (); } if (!g_qeglobals.d_savedinfo.show_names) return; name = ValueForKey (b->owner, "classname"); glRasterPos2f (b->mins[0]+4, b->mins[1]+4); glCallLists (strlen(name), GL_UNSIGNED_BYTE, name); } /* ================= MakeFaceWinding returns the visible polygon on a face ================= */ winding_t *MakeFaceWinding (brush_t *b, face_t *face) { winding_t *w; face_t *clip; plane_t plane; qboolean past; // get a poly that covers an effectively infinite area w = BasePolyForPlane (&face->plane); // chop the poly by all of the other faces past = false; for (clip = b->brush_faces ; clip && w ; clip=clip->next) { if (clip == face) { past = true; continue; } if (DotProduct (face->plane.normal, clip->plane.normal) > 0.999 && fabs(face->plane.dist - clip->plane.dist) < 0.01 ) { // identical plane, use the later one if (past) { free (w); return NULL; } continue; } // flip the plane, because we want to keep the back side VectorSubtract (vec3_origin,clip->plane.normal, plane.normal); plane.dist = -clip->plane.dist; w = ClipWinding (w, &plane, false); if (!w) return w; } if (w->numpoints < 3) { free(w); w = NULL; } if (!w) printf ("unused plane\n"); return w; } void Brush_SnapPlanepts (brush_t *b) { int i, j; face_t *f; for (f=b->brush_faces ; f; f=f->next) for (i=0 ; i<3 ; i++) for (j=0 ; j<3 ; j++) f->planepts[i][j] = floor (f->planepts[i][j] + 0.5); } /* ** Brush_Build ** ** Builds a brush rendering data and also sets the min/max bounds */ #define ZERO_EPSILON 0.001 static int inabuild = 0; void Brush_Build( brush_t *b ) { // int order; // face_t *face; // winding_t *w; char title[1024]; QE_ResetIdle(); if (modified != 1) { modified = true; // mark the map as changed sprintf (title, "%s *", currentmap); QE_ConvertDOSToUnixName( title, title ); Sys_SetTitle (title); } /* ** build the windings and generate the bounding box */ Brush_BuildWindings( b ); /* ** move the points and edges if in select mode */ if (g_qeglobals.d_select_mode == sel_vertex || g_qeglobals.d_select_mode == sel_edge) SetupVertexSelection (); } /* ================= Brush_Parse The brush is NOT linked to any list ================= */ brush_t *Brush_Parse (void) { brush_t *b; face_t *f; int i,j; g_qeglobals.d_parsed_brushes++; b = qmalloc(sizeof(brush_t)); do { if (!GetToken (true)) break; if (!strcmp (token, "}") ) break; f = Face_Alloc(); // add the brush to the end of the chain, so // loading and saving a map doesn't reverse the order f->next = NULL; if (!b->brush_faces) { b->brush_faces = f; } else { face_t *scan; for (scan=b->brush_faces ; scan->next ; scan=scan->next) ; scan->next = f; } // read the three point plane definition for (i=0 ; i<3 ; i++) { if (i != 0) GetToken (true); if (strcmp (token, "(") ) Error ("parsing brush"); for (j=0 ; j<3 ; j++) { GetToken (false); f->planepts[i][j] = atoi(token); } GetToken (false); if (strcmp (token, ")") ) Error ("parsing brush"); } // read the texturedef GetToken (false); strcpy(f->texdef.name, token); GetToken (false); f->texdef.shift[0] = atoi(token); GetToken (false); f->texdef.shift[1] = atoi(token); GetToken (false); f->texdef.rotate = atoi(token); GetToken (false); f->texdef.scale[0] = atof(token); GetToken (false); f->texdef.scale[1] = atof(token); // the flags and value field aren't necessarily present f->d_texture = Texture_ForName( f->texdef.name ); f->texdef.flags = f->d_texture->flags; f->texdef.value = f->d_texture->value; f->texdef.contents = f->d_texture->contents; if (TokenAvailable ()) { GetToken (false); f->texdef.contents = atoi(token); GetToken (false); f->texdef.flags = atoi(token); GetToken (false); f->texdef.value = atoi(token); } if (TokenAvailable()) { GetToken (false); f->texdef.lighting[0] = atof(token); // red GetToken (false); f->texdef.lighting[1] = atof(token); // green GetToken (false); f->texdef.lighting[2] = atof(token); // blue GetToken (false); f->texdef.lighting[3] = atof(token); // alpha } } while (1); return b; } /* ================= Brush_Write ================= */ void Brush_Write (brush_t *b, FILE *f) { face_t *fa; char *pname; int i; fprintf (f, "{\n"); for (fa=b->brush_faces ; fa ; fa=fa->next) { for (i=0 ; i<3 ; i++) fprintf (f, "( %i %i %i ) ", (int)fa->planepts[i][0] , (int)fa->planepts[i][1], (int)fa->planepts[i][2]); pname = fa->texdef.name; if (pname[0] == 0) pname = "unnamed"; fprintf (f, "%s %i %i %i ", pname, (int)fa->texdef.shift[0], (int)fa->texdef.shift[1], (int)fa->texdef.rotate); if (fa->texdef.scale[0] == (int)fa->texdef.scale[0]) fprintf (f, "%i ", (int)fa->texdef.scale[0]); else fprintf (f, "%f ", (float)fa->texdef.scale[0]); if (fa->texdef.scale[1] == (int)fa->texdef.scale[1]) fprintf (f, "%i", (int)fa->texdef.scale[1]); else fprintf (f, "%f", (float)fa->texdef.scale[1]); // only output flags and value if not default if (fa->texdef.value != fa->d_texture->value || fa->texdef.flags != fa->d_texture->flags || fa->texdef.contents != fa->d_texture->contents || (fa->texdef.flags & 0x400)) { fprintf (f, " %i %i %i", fa->texdef.contents, fa->texdef.flags, fa->texdef.value); } if(fa->texdef.flags & 0x400) // tall wall, write lighting values { fprintf (f, " %f %f %f %f", fa->texdef.lighting[0], fa->texdef.lighting[1], fa->texdef.lighting[2], fa->texdef.lighting[3]); } fprintf (f, "\n"); } fprintf (f, "}\n"); } /* ============= Brush_Create Create non-textured blocks for entities The brush is NOT linked to any list ============= */ brush_t *Brush_Create (vec3_t mins, vec3_t maxs, texdef_t *texdef) { int i, j; vec3_t pts[4][2]; face_t *f; brush_t *b; for (i=0 ; i<3 ; i++) if (maxs[i] < mins[i]) Error ("Brush_InitSolid: backwards"); b = qmalloc (sizeof(brush_t)); b->texLocked = false; pts[0][0][0] = mins[0]; pts[0][0][1] = mins[1]; pts[1][0][0] = mins[0]; pts[1][0][1] = maxs[1]; pts[2][0][0] = maxs[0]; pts[2][0][1] = maxs[1]; pts[3][0][0] = maxs[0]; pts[3][0][1] = mins[1]; for (i=0 ; i<4 ; i++) { pts[i][0][2] = mins[2]; pts[i][1][0] = pts[i][0][0]; pts[i][1][1] = pts[i][0][1]; pts[i][1][2] = maxs[2]; } for (i=0 ; i<4 ; i++) { f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; j = (i+1)%4; VectorCopy (pts[j][1], f->planepts[0]); VectorCopy (pts[i][1], f->planepts[1]); VectorCopy (pts[i][0], f->planepts[2]); } f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; VectorCopy (pts[0][1], f->planepts[0]); VectorCopy (pts[1][1], f->planepts[1]); VectorCopy (pts[2][1], f->planepts[2]); f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; VectorCopy (pts[2][0], f->planepts[0]); VectorCopy (pts[1][0], f->planepts[1]); VectorCopy (pts[0][0], f->planepts[2]); return b; } /* ============= Brush_MakeSided Makes the current brushhave the given number of 2d sides ============= */ void Brush_MakeSided (int sides) { int i; vec3_t mins, maxs; brush_t *b; texdef_t *texdef; face_t *f; vec3_t mid; float width; float sv, cv; qboolean wasLocked; if (sides < 3) { Sys_Status ("Bad sides number", 0); return; } if (!QE_SingleBrush ()) { Sys_Status ("Must have a single brush selected", 0 ); return; } b = selected_brushes.next; VectorCopy (b->mins, mins); VectorCopy (b->maxs, maxs); texdef = &g_qeglobals.d_texturewin.texdef; wasLocked = b->texLocked; Brush_Free (b); // find center of brush width = 8; for (i=0 ; i<2 ; i++) { mid[i] = (maxs[i] + mins[i])*0.5; if (maxs[i] - mins[i] > width) width = maxs[i] - mins[i]; } width /= 2; b = qmalloc (sizeof(brush_t)); b->texLocked = wasLocked; // create top face f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; f->planepts[2][0] = mins[0];f->planepts[2][1] = mins[1];f->planepts[2][2] = maxs[2]; f->planepts[1][0] = maxs[0];f->planepts[1][1] = mins[1];f->planepts[1][2] = maxs[2]; f->planepts[0][0] = maxs[0];f->planepts[0][1] = maxs[1];f->planepts[0][2] = maxs[2]; // create bottom face f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; f->planepts[0][0] = mins[0];f->planepts[0][1] = mins[1];f->planepts[0][2] = mins[2]; f->planepts[1][0] = maxs[0];f->planepts[1][1] = mins[1];f->planepts[1][2] = mins[2]; f->planepts[2][0] = maxs[0];f->planepts[2][1] = maxs[1];f->planepts[2][2] = mins[2]; for (i=0 ; itexdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; sv = sin (i*3.14159265*2/sides); cv = cos (i*3.14159265*2/sides); f->planepts[0][0] = floor(mid[0]+width*cv+0.5); f->planepts[0][1] = floor(mid[1]+width*sv+0.5); f->planepts[0][2] = mins[2]; f->planepts[1][0] = f->planepts[0][0]; f->planepts[1][1] = f->planepts[0][1]; f->planepts[1][2] = maxs[2]; f->planepts[2][0] = floor(f->planepts[0][0] - width*sv + 0.5); f->planepts[2][1] = floor(f->planepts[0][1] + width*cv + 0.5); f->planepts[2][2] = maxs[2]; } Brush_AddToList (b, &selected_brushes); Entity_LinkBrush (world_entity, b); Brush_Build( b ); Sys_UpdateWindows (W_ALL); } /* ============= Brush_MakeSided_Snap Makes the current brushhave the given number of 2d sides, and snap vertices to grid ============= */ void Brush_MakeSided_Snap (int sides) { int i; vec3_t mins, maxs; brush_t *b; texdef_t *texdef; face_t *f; vec3_t mid; float width; float s1, s2, c1, c2; float alpha; float ca; qboolean wasLocked; if (sides < 3) { Sys_Status ("Bad sides number", 0); return; } if (!QE_SingleBrush ()) { Sys_Status ("Must have a single brush selected", 0 ); return; } b = selected_brushes.next; VectorCopy (b->mins, mins); VectorCopy (b->maxs, maxs); texdef = &g_qeglobals.d_texturewin.texdef; wasLocked = b->texLocked; Brush_Free (b); // find center of brush width = 8; for (i=0 ; i<2 ; i++) { mid[i] = (maxs[i] + mins[i])*0.5; if (maxs[i] - mins[i] > width) width = maxs[i] - mins[i]; } width /= 2; b = qmalloc (sizeof(brush_t)); b->texLocked = wasLocked; // create top face f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; f->planepts[2][0] = mins[0];f->planepts[2][1] = mins[1];f->planepts[2][2] = maxs[2]; f->planepts[1][0] = maxs[0];f->planepts[1][1] = mins[1];f->planepts[1][2] = maxs[2]; f->planepts[0][0] = maxs[0];f->planepts[0][1] = maxs[1];f->planepts[0][2] = maxs[2]; // create bottom face f = Face_Alloc(); f->texdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; f->planepts[0][0] = mins[0];f->planepts[0][1] = mins[1];f->planepts[0][2] = mins[2]; f->planepts[1][0] = maxs[0];f->planepts[1][1] = mins[1];f->planepts[1][2] = mins[2]; f->planepts[2][0] = maxs[0];f->planepts[2][1] = maxs[1];f->planepts[2][2] = mins[2]; alpha = (3.14159265/sides); ca = cos (alpha); for (i=0 ; itexdef = *texdef; f->next = b->brush_faces; b->brush_faces = f; s1 = sin ((i*3.14159265*2/sides) - alpha); s2 = sin ((i*3.14159265*2/sides) + alpha); c1 = cos ((i*3.14159265*2/sides) - alpha); c2 = cos ((i*3.14159265*2/sides) + alpha); f->planepts[0][0] = floor(mid[0]+(width/ca*c1+0.5)); f->planepts[0][1] = floor(mid[1]+(width/ca*s1+0.5)); f->planepts[1][0] = f->planepts[0][0]; f->planepts[1][1] = f->planepts[0][1]; f->planepts[2][0] = floor(mid[0]+(width/ca*c2+0.5)); f->planepts[2][1] = floor(mid[1]+(width/ca*s2+0.5)); f->planepts[0][0] = floor(f->planepts[0][0]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; f->planepts[0][1] = floor(f->planepts[0][1]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; f->planepts[0][2] = mins[2]; f->planepts[1][0] = floor(f->planepts[1][0]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; f->planepts[1][1] = floor(f->planepts[1][1]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; f->planepts[1][2] = maxs[2]; f->planepts[2][0] = floor(f->planepts[2][0]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; f->planepts[2][1] = floor(f->planepts[2][1]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; f->planepts[2][2] = maxs[2]; } Brush_AddToList (b, &selected_brushes); Entity_LinkBrush (world_entity, b); Brush_Build( b ); Sys_UpdateWindows (W_ALL); } /* ============= Brush_Free Frees the brush with all of its faces and display list. Unlinks the brush from whichever chain it is in. Decrements the owner entity's brushcount. Removes owner entity if this was the last brush unless owner is the world. ============= */ void Brush_Free (brush_t *b) { face_t *f, *next; // free faces for (f=b->brush_faces ; f ; f=next) { next = f->next; Face_Free( f ); } /* for ( i = 0; i < b->d_numwindings; i++ ) { if ( b->d_windings[i] ) { FreeWinding( b->d_windings[i] ); b->d_windings[i] = 0; } } */ // unlink from active/selected list if (b->next) Brush_RemoveFromList (b); // unlink from entity list if (b->onext) Entity_UnlinkBrush (b); free (b); } /* ============ Brush_Move ============ */ void Brush_Move (brush_t *b, vec3_t move, qboolean moveorigin) { int i, j; face_t *f; float points[5], s[MAXPOINTS], t[MAXPOINTS]; vec3_t origin; char text[128]; j=0; for (f=b->brush_faces ; f ; f=f->next) { if(b->texLocked) { VectorCopy(f->planepts[0], points); EmitTextureCoordinates(points, f->d_texture, f); s[j] = points[3]; t[j++] = points[4]; } for (i=0 ; i<3 ; i++) VectorAdd (f->planepts[i], move, f->planepts[i]); } if (strcmp(b->owner->eclass->name,"worldspawn") && (b->owner->eclass->fixedsize || b->owner->eclass->PhysicsModel) && moveorigin) { //need to set this only once for physics models! GetVectorForKey (b->owner, "origin", origin); VectorAdd (origin, move, origin); sprintf (text, "%i %i %i", (int)origin[0],(int)origin[1], (int)origin[2]); SetKeyValue (b->owner, "origin", text); } if(b->texLocked) { j=0; for (f=b->brush_faces ; f ; f=f->next) { VectorCopy(f->planepts[0], points); EmitTextureCoordinates(points, f->d_texture, f); f->texdef.shift[0] += (s[j] - points[3]) * f->d_texture->width; f->texdef.shift[1] += (t[j++] - points[4]) * f->d_texture->height; } } Brush_Build( b ); } /* ============ Brush_Clone Does NOT add the new brush to any lists ============ */ brush_t *Brush_Clone (brush_t *b) { brush_t *n; face_t *f, *nf; n = qmalloc(sizeof(brush_t)); n->owner = b->owner; n->texLocked = b->texLocked; for (f=b->brush_faces ; f ; f=f->next) { nf = Face_Clone( f ); nf->next = n->brush_faces; n->brush_faces = nf; } return n; } /* ============== Brush_Ray Intersects a ray with a brush Returns the face hit and the distance along the ray the intersection occured at Returns NULL and 0 if not hit at all ============== */ face_t *Brush_Ray (vec3_t origin, vec3_t dir, brush_t *b, float *dist) { face_t *f, *firstface; vec3_t p1, p2; float frac, d1, d2; int i; VectorCopy (origin, p1); for (i=0 ; i<3 ; i++) p2[i] = p1[i] + dir[i]*16384; for (f=b->brush_faces ; f ; f=f->next) { d1 = DotProduct (p1, f->plane.normal) - f->plane.dist; d2 = DotProduct (p2, f->plane.normal) - f->plane.dist; if (d1 >= 0 && d2 >= 0) { *dist = 0; // continue; return NULL; // ray is on front side of face } if (d1 <=0 && d2 <= 0) continue; // clip the ray to the plane frac = d1 / (d1 - d2); if (d1 > 0) { firstface = f; for (i=0 ; i<3 ; i++) p1[i] = p1[i] + frac *(p2[i] - p1[i]); } else { for (i=0 ; i<3 ; i++) p2[i] = p1[i] + frac *(p2[i] - p1[i]); } } // find distance p1 is along dir VectorSubtract (p1, origin, p1); d1 = DotProduct (p1, dir); *dist = d1; return firstface; } void Brush_AddToList (brush_t *b, brush_t *list) { if (b->next || b->prev) Error ("Brush_AddToList: allready linked"); b->next = list->next; list->next->prev = b; list->next = b; b->prev = list; } void Brush_RemoveFromList (brush_t *b) { if (!b->next || !b->prev) Error ("Brush_RemoveFromList: not linked"); b->next->prev = b->prev; b->prev->next = b->next; b->next = b->prev = NULL; } void Brush_SetTexture (brush_t *b, texdef_t *texdef) { face_t *f; for (f=b->brush_faces ; f ; f=f->next) f->texdef = *texdef; Brush_Build( b ); } qboolean ClipLineToFace (vec3_t p1, vec3_t p2, face_t *f) { float d1, d2, fr; int i; float *v; d1 = DotProduct (p1, f->plane.normal) - f->plane.dist; d2 = DotProduct (p2, f->plane.normal) - f->plane.dist; if (d1 >= 0 && d2 >= 0) return false; // totally outside if (d1 <= 0 && d2 <= 0) return true; // totally inside fr = d1 / (d1 - d2); if (d1 > 0) v = p1; else v = p2; for (i=0 ; i<3 ; i++) v[i] = p1[i] + fr*(p2[i] - p1[i]); return true; } int AddPlanept (float *f) { int i; for (i=0 ; iowner->eclass->fixedsize) return; c = 0; for (i=0 ; i<3 ; i++) c += AddPlanept (f->planepts[i]); if (c == 0) return; // allready completely added // select all points on this plane in all brushes the selection for (b2=selected_brushes.next ; b2 != &selected_brushes ; b2 = b2->next) { if (b2 == b) continue; for (f2=b2->brush_faces ; f2 ; f2=f2->next) { for (i=0 ; i<3 ; i++) if (fabs(DotProduct(f2->planepts[i], f->plane.normal) -f->plane.dist) > ON_EPSILON) break; if (i==3) { // move this face as well Brush_SelectFaceForDragging (b2, f2, shear); break; } } } // if shearing, take all the planes adjacent to // selected faces and rotate their points so the // edge clipped by a selcted face has two of the points if (!shear) return; for (f2=b->brush_faces ; f2 ; f2=f2->next) { if (f2 == f) continue; w = MakeFaceWinding (b, f2); if (!w) continue; // any points on f will become new control points for (i=0 ; inumpoints ; i++) { d = DotProduct (w->points[i], f->plane.normal) - f->plane.dist; if (d > -ON_EPSILON && d < ON_EPSILON) break; } // // if none of the points were on the plane, // leave it alone // if (i != w->numpoints) { if (i == 0) { // see if the first clockwise point was the // last point on the winding d = DotProduct (w->points[w->numpoints-1] , f->plane.normal) - f->plane.dist; if (d > -ON_EPSILON && d < ON_EPSILON) i = w->numpoints - 1; } AddPlanept (f2->planepts[0]); VectorCopy (w->points[i], f2->planepts[0]); if (++i == w->numpoints) i = 0; // see if the next point is also on the plane d = DotProduct (w->points[i] , f->plane.normal) - f->plane.dist; if (d > -ON_EPSILON && d < ON_EPSILON) AddPlanept (f2->planepts[1]); VectorCopy (w->points[i], f2->planepts[1]); if (++i == w->numpoints) i = 0; // the third point is never on the plane VectorCopy (w->points[i], f2->planepts[2]); } free(w); } } /* ============== Brush_SideSelect The mouse click did not hit the brush, so grab one or more side planes for dragging ============== */ void Brush_SideSelect (brush_t *b, vec3_t origin, vec3_t dir , qboolean shear) { face_t *f, *f2; vec3_t p1, p2; for (f=b->brush_faces ; f ; f=f->next) { VectorCopy (origin, p1); VectorMA (origin, 16384, dir, p2); for (f2=b->brush_faces ; f2 ; f2=f2->next) { if (f2 == f) continue; ClipLineToFace (p1, p2, f2); } if (f2) continue; if (VectorCompare (p1, origin)) continue; if (ClipLineToFace (p1, p2, f)) continue; Brush_SelectFaceForDragging (b, f, shear); } } void Brush_BuildWindings( brush_t *b ) { winding_t *w; face_t *face; vec_t v; Brush_SnapPlanepts( b ); // clear the mins/maxs bounds b->mins[0] = b->mins[1] = b->mins[2] = 99999; b->maxs[0] = b->maxs[1] = b->maxs[2] = -99999; Brush_MakeFacePlanes (b); face = b->brush_faces; for ( ; face ; face=face->next) { int i, j; w = face->face_winding = MakeFaceWinding (b, face); face->d_texture = Texture_ForName( face->texdef.name ); if (!w) { continue; } for (i=0 ; inumpoints ; i++) { // add to bounding box for (j=0 ; j<3 ; j++) { v = w->points[i][j]; if (v > b->maxs[j]) b->maxs[j] = v; if (v < b->mins[j]) b->mins[j] = v; } } // setup s and t vectors, and set color BeginTexturingFace( b, face, face->d_texture); for (i=0 ; inumpoints ; i++) { EmitTextureCoordinates( w->points[i], face->d_texture, face); } } } /* ================== Brush_RemoveEmptyFaces Frees any overconstraining faces ================== */ void Brush_RemoveEmptyFaces ( brush_t *b ) { face_t *f, *next; f = b->brush_faces; b->brush_faces = NULL; for ( ; f ; f=next) { next = f->next; if (!f->face_winding) Face_Free (f); else { f->next = b->brush_faces; b->brush_faces = f; } } } void Brush_Draw( brush_t *b ) { face_t *face; int i, order; qtexture_t *prev = 0; winding_t *w; vec3_t testVect, tempVect; VectorAdd(b->mins, b->maxs, tempVect); VectorScale(tempVect, .5, tempVect); VectorSubtract(tempVect, camera.origin, testVect); if(VectorLength(testVect) > g_qeglobals.d_maxViewDist)return; if (b->owner->eclass->fixedsize && camera.draw_mode == cd_texture) glDisable (GL_TEXTURE_2D); // guarantee the texture will be set first prev = NULL; for (face = b->brush_faces,order = 0 ; face ; face=face->next, order++) { w = face->face_winding; if (!w) continue; // freed face if ( face->d_texture != prev && camera.draw_mode == cd_texture) { // set the texture for this face prev = face->d_texture; glBindTexture( GL_TEXTURE_2D, face->d_texture->texture_number ); } glColor3fv( face->d_color ); // draw the polygon glBegin(GL_POLYGON); for (i=0 ; inumpoints ; i++) { if (camera.draw_mode == cd_texture) glTexCoord2fv( &w->points[i][3] ); glVertex3fv(w->points[i]); } glEnd(); } if (b->owner->eclass->fixedsize && camera.draw_mode == cd_texture) glEnable (GL_TEXTURE_2D); glBindTexture( GL_TEXTURE_2D, 0 ); } void Face_Draw( face_t *f ) { int i; if ( f->face_winding == 0 ) return; glBegin( GL_POLYGON ); for ( i = 0 ; i < f->face_winding->numpoints; i++) glVertex3fv( f->face_winding->points[i] ); glEnd(); } void Brush_DrawXY( brush_t *b ) { face_t *face; int order; winding_t *w; int i; for (face = b->brush_faces,order = 0 ; face ; face=face->next, order++) { // only draw up facing polygons if (face->plane.normal[2] <= 0) continue; w = face->face_winding; if (!w) continue; // draw the polygon glBegin(GL_LINE_LOOP); for (i=0 ; inumpoints ; i++) glVertex3fv(w->points[i]); glEnd(); } // optionally add a text label if ( g_qeglobals.d_savedinfo.show_names ) DrawBrushEntityName (b); } face_t *Face_Alloc( void ) { face_t *f = qmalloc( sizeof( *f ) ); return f; } void Face_Free( face_t *f ) { assert( f != 0 ); if ( f->face_winding ) free( f->face_winding ), f->face_winding = 0; free( f ); } /* ================== Brush_Scale Scales all selected brushes ================== */ void Brush_Scale(float scale, int groupCenter, int nox, int noy, int noz) { brush_t *b, *startBrush; face_t *face; int i; int numBrushes = 0; vec3_t center, dist; if(groupCenter) { b = selected_brushes.next; startBrush = b; VectorClear(center); while(b != &selected_brushes) { numBrushes++; VectorAdd(center, b->maxs, center); VectorAdd(center, b->mins, center); b = b->next; } VectorScale(center, (1.0 / (numBrushes*2.0)), center); } b = selected_brushes.next; startBrush = b; while(b != &selected_brushes) { if(!groupCenter) { VectorAdd(b->mins, b->maxs, center); VectorScale(center, .5, center); } // Stretch the thingy out for (face = b->brush_faces; face ; face=face->next) { // scale the planepts for (i=0 ; i<3 ; i++) { VectorSubtract(face->planepts[i], center, dist); if(!nox) { face->planepts[i][0] = center[0] + dist[0] * scale; } if(!noy) { face->planepts[i][1] = center[1] + dist[1] * scale; } if(!noz) { face->planepts[i][2] = center[2] + dist[2] * scale; } } } Brush_Build(b); b = b->next; } Sys_UpdateWindows (W_ALL); }