mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-02 08:32:37 +00:00
222 lines
4.6 KiB
C
222 lines
4.6 KiB
C
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/*
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===========================================================================
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Copyright (C) 1997-2006 Id Software, Inc.
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This file is part of Quake 2 Tools source code.
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Quake 2 Tools source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 Tools source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 Tools source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "qbsp.h"
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int nummiptex;
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textureref_t textureref[MAX_MAP_TEXTURES];
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//==========================================================================
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int FindMiptex (char *name)
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{
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int i;
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char path[1024];
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miptex_t *mt;
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for (i=0 ; i<nummiptex ; i++)
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if (!strcmp (name, textureref[i].name))
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{
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return i;
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}
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if (nummiptex == MAX_MAP_TEXTURES)
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Error ("MAX_MAP_TEXTURES");
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strcpy (textureref[i].name, name);
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// load the miptex to get the flags and values
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sprintf (path, "%stextures/%s.wal", gamedir, name);
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if (TryLoadFile (path, (void **)&mt) != -1)
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{
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textureref[i].value = LittleLong (mt->value);
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textureref[i].flags = LittleLong (mt->flags);
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textureref[i].contents = LittleLong (mt->contents);
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strcpy (textureref[i].animname, mt->animname);
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free (mt);
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}
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nummiptex++;
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if (textureref[i].animname[0])
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FindMiptex (textureref[i].animname);
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return i;
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}
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/*
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==================
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textureAxisFromPlane
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==================
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*/
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vec3_t baseaxis[18] =
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{
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{0,0,1}, {1,0,0}, {0,-1,0}, // floor
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{0,0,-1}, {1,0,0}, {0,-1,0}, // ceiling
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{1,0,0}, {0,1,0}, {0,0,-1}, // west wall
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{-1,0,0}, {0,1,0}, {0,0,-1}, // east wall
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{0,1,0}, {1,0,0}, {0,0,-1}, // south wall
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{0,-1,0}, {1,0,0}, {0,0,-1} // north wall
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};
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void TextureAxisFromPlane(plane_t *pln, vec3_t xv, vec3_t yv)
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{
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int bestaxis;
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vec_t dot,best;
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int i;
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best = 0;
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bestaxis = 0;
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for (i=0 ; i<6 ; i++)
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{
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dot = DotProduct (pln->normal, baseaxis[i*3]);
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if (dot > best)
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{
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best = dot;
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bestaxis = i;
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}
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}
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VectorCopy (baseaxis[bestaxis*3+1], xv);
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VectorCopy (baseaxis[bestaxis*3+2], yv);
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}
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int TexinfoForBrushTexture (plane_t *plane, brush_texture_t *bt, vec3_t origin)
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{
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vec3_t vecs[2];
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int sv, tv;
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vec_t ang, sinv, cosv;
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vec_t ns, nt;
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texinfo_t tx, *tc;
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int i, j, k;
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float shift[2];
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brush_texture_t anim;
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int mt;
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if (!bt->name[0])
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return 0;
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memset (&tx, 0, sizeof(tx));
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strcpy (tx.texture, bt->name);
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TextureAxisFromPlane(plane, vecs[0], vecs[1]);
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shift[0] = DotProduct (origin, vecs[0]);
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shift[1] = DotProduct (origin, vecs[1]);
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if (!bt->scale[0])
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bt->scale[0] = 1;
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if (!bt->scale[1])
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bt->scale[1] = 1;
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// rotate axis
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if (bt->rotate == 0)
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{ sinv = 0 ; cosv = 1; }
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else if (bt->rotate == 90)
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{ sinv = 1 ; cosv = 0; }
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else if (bt->rotate == 180)
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{ sinv = 0 ; cosv = -1; }
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else if (bt->rotate == 270)
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{ sinv = -1 ; cosv = 0; }
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else
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{
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ang = bt->rotate / 180 * Q_PI;
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sinv = sin(ang);
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cosv = cos(ang);
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}
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if (vecs[0][0])
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sv = 0;
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else if (vecs[0][1])
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sv = 1;
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else
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sv = 2;
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if (vecs[1][0])
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tv = 0;
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else if (vecs[1][1])
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tv = 1;
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else
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tv = 2;
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for (i=0 ; i<2 ; i++)
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{
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ns = cosv * vecs[i][sv] - sinv * vecs[i][tv];
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nt = sinv * vecs[i][sv] + cosv * vecs[i][tv];
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vecs[i][sv] = ns;
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vecs[i][tv] = nt;
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}
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for (i=0 ; i<2 ; i++)
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for (j=0 ; j<3 ; j++)
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tx.vecs[i][j] = vecs[i][j] / bt->scale[i];
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tx.vecs[0][3] = bt->shift[0] + shift[0];
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tx.vecs[1][3] = bt->shift[1] + shift[1];
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tx.flags = bt->flags;
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tx.value = bt->value;
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//
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// find the texinfo
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//
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tc = texinfo;
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for (i=0 ; i<numtexinfo ; i++, tc++)
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{
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if (tc->flags != tx.flags)
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continue;
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if (tc->value != tx.value)
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continue;
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for (j=0 ; j<2 ; j++)
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{
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if (strcmp (tc->texture, tx.texture))
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goto skip;
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for (k=0 ; k<4 ; k++)
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{
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if (tc->vecs[j][k] != tx.vecs[j][k])
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goto skip;
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}
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}
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return i;
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skip:;
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}
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*tc = tx;
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numtexinfo++;
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// load the next animation
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mt = FindMiptex (bt->name);
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if (textureref[mt].animname[0])
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{
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anim = *bt;
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strcpy (anim.name, textureref[mt].animname);
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tc->nexttexinfo = TexinfoForBrushTexture (plane, &anim, origin);
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}
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else
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tc->nexttexinfo = -1;
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return i;
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}
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