mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-26 05:41:43 +00:00
245 lines
5.4 KiB
C
245 lines
5.4 KiB
C
/*
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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 "qe3.h"
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int FindPoint (vec3_t point)
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{
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int i, j;
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for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
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{
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for (j=0 ; j<3 ; j++)
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if (fabs(point[j] - g_qeglobals.d_points[i][j]) > 0.1)
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break;
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if (j == 3)
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return i;
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}
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VectorCopy (point, g_qeglobals.d_points[g_qeglobals.d_numpoints]);
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g_qeglobals.d_numpoints++;
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return g_qeglobals.d_numpoints-1;
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}
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int FindEdge (int p1, int p2, face_t *f)
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{
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int i;
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for (i=0 ; i<g_qeglobals.d_numedges ; i++)
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if (g_qeglobals.d_edges[i].p1 == p2 && g_qeglobals.d_edges[i].p2 == p1)
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{
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g_qeglobals.d_edges[i].f2 = f;
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return i;
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}
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g_qeglobals.d_edges[g_qeglobals.d_numedges].p1 = p1;
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g_qeglobals.d_edges[g_qeglobals.d_numedges].p2 = p2;
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g_qeglobals.d_edges[g_qeglobals.d_numedges].f1 = f;
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g_qeglobals.d_numedges++;
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return g_qeglobals.d_numedges-1;
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}
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void MakeFace (face_t *f)
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{
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winding_t *w;
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int i;
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int pnum[128];
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w = MakeFaceWinding (selected_brushes.next, f);
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if (!w)
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return;
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for (i=0 ; i<w->numpoints ; i++)
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pnum[i] = FindPoint (w->points[i]);
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for (i=0 ; i<w->numpoints ; i++)
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FindEdge (pnum[i], pnum[(i+1)%w->numpoints], f);
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free (w);
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}
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void SetupVertexSelection (void)
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{
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face_t *f;
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brush_t *b;
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g_qeglobals.d_numpoints = 0;
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g_qeglobals.d_numedges = 0;
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if (!QE_SingleBrush())
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return;
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b = selected_brushes.next;
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for (f=b->brush_faces ; f ; f=f->next)
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MakeFace (f);
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Sys_UpdateWindows (W_ALL);
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}
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void SelectFaceEdge (face_t *f, int p1, int p2)
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{
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winding_t *w;
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int i, j, k;
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int pnum[128];
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w = MakeFaceWinding (selected_brushes.next, f);
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if (!w)
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return;
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for (i=0 ; i<w->numpoints ; i++)
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pnum[i] = FindPoint (w->points[i]);
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for (i=0 ; i<w->numpoints ; i++)
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if (pnum[i] == p1 && pnum[(i+1)%w->numpoints] == p2)
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{
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VectorCopy (g_qeglobals.d_points[pnum[i]], f->planepts[0]);
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VectorCopy (g_qeglobals.d_points[pnum[(i+1)%w->numpoints]], f->planepts[1]);
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VectorCopy (g_qeglobals.d_points[pnum[(i+2)%w->numpoints]], f->planepts[2]);
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for (j=0 ; j<3 ; j++)
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{
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for (k=0 ; k<3 ; k++)
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{
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f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
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}
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}
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AddPlanept (f->planepts[0]);
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AddPlanept (f->planepts[1]);
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break;
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}
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if (i == w->numpoints)
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Sys_Printf ("SelectFaceEdge: failed\n");
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free (w);
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}
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void SelectVertex (int p1)
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{
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brush_t *b;
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winding_t *w;
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int i, j, k;
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face_t *f;
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b = selected_brushes.next;
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for (f=b->brush_faces ; f ; f=f->next)
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{
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w = MakeFaceWinding (b, f);
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if (!w)
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continue;
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for (i=0 ; i<w->numpoints ; i++)
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{
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if (FindPoint (w->points[i]) == p1)
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{
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VectorCopy (w->points[(i+w->numpoints-1)%w->numpoints], f->planepts[0]);
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VectorCopy (w->points[i], f->planepts[1]);
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VectorCopy (w->points[(i+1)%w->numpoints], f->planepts[2]);
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for (j=0 ; j<3 ; j++)
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{
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for (k=0 ; k<3 ; k++)
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{
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f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
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}
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}
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AddPlanept (f->planepts[1]);
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break;
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}
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}
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free (w);
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}
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}
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void SelectEdgeByRay (vec3_t org, vec3_t dir)
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{
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int i, j, besti;
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float d, bestd;
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vec3_t mid, temp;
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pedge_t *e;
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// find the edge closest to the ray
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besti = -1;
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bestd = 8;
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for (i=0 ; i<g_qeglobals.d_numedges ; i++)
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{
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for (j=0 ; j<3 ; j++)
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mid[j] = 0.5*(g_qeglobals.d_points[g_qeglobals.d_edges[i].p1][j] + g_qeglobals.d_points[g_qeglobals.d_edges[i].p2][j]);
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VectorSubtract (mid, org, temp);
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d = DotProduct (temp, dir);
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VectorMA (org, d, dir, temp);
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VectorSubtract (mid, temp, temp);
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d = VectorLength (temp);
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if (d < bestd)
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{
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bestd = d;
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besti = i;
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}
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}
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if (besti == -1)
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{
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Sys_Printf ("Click didn't hit an edge\n");
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return;
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}
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Sys_Printf ("hit edge\n");
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// make the two faces that border the edge use the two edge points
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// as primary drag points
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g_qeglobals.d_num_move_points = 0;
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e = &g_qeglobals.d_edges[besti];
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SelectFaceEdge (e->f1, e->p1, e->p2);
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SelectFaceEdge (e->f2, e->p2, e->p1);
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}
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void SelectVertexByRay (vec3_t org, vec3_t dir)
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{
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int i, besti;
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float d, bestd;
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vec3_t temp;
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// find the point closest to the ray
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besti = -1;
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bestd = 8;
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for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
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{
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VectorSubtract (g_qeglobals.d_points[i], org, temp);
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d = DotProduct (temp, dir);
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VectorMA (org, d, dir, temp);
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VectorSubtract (g_qeglobals.d_points[i], temp, temp);
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d = VectorLength (temp);
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if (d < bestd)
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{
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bestd = d;
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besti = i;
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}
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}
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if (besti == -1)
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{
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Sys_Printf ("Click didn't hit a vertex\n");
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return;
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}
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Sys_Printf ("hit vertex\n");
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SelectVertex (besti);
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}
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