mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-25 13:21:47 +00:00
1428 lines
40 KiB
C++
1428 lines
40 KiB
C++
/*
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GenSurf plugin for GtkRadiant
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Copyright (C) 2001 David Hyde, Loki software and qeradiant.com
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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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#define SINGLE
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#ifdef SINGLE
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#define REAL float
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#else /* not SINGLE */
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#define REAL double
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#endif /* not SINGLE */
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include "gensurf.h"
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#include "triangle.h"
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typedef struct
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{
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float error;
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int node;
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} TRITABLE;
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double dh, dv;
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int NVP1;
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#define Absolute( a ) ( ( a ) >= 0.0 ? ( a ) : -( a ) )
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void MakeDecimatedMap( int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri ){
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int compare( TRITABLE *, TRITABLE * );
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int Bisect( NODE *, int, int, int );
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void CalcAngles( NODE *, int *, float * );
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void EdgeOnSide( int *, int *, int * );
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int tricall( int, NODE *, int *, TRI * *, TRI * *, const char * );
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int CheckBorders( int *,int,NODE *,int *,TRI * * );
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float biggesterror;
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int i, j, N;
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int j0, j1, j2;
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int NumNodesToSave;
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int NumNodesUsed;
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NODE *Node;
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TRI *Tri;
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TRITABLE *TriTable;
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if ( Decimate <= 0 ) {
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return;
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}
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/*
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ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
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SetCursor(ghCursorCurrent);
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*/
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dh = ( Hur - Hll ) / NH;
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dv = ( Vur - Vll ) / NV;
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NVP1 = NV + 1;
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NumNodes[0] = ( NH + 1 ) * ( NVP1 );
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*pNode = (NODE *) malloc( NumNodes[0] * sizeof( NODE ) );
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Node = *pNode;
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memset( Node,0,NumNodes[0] * sizeof( NODE ) );
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// Copy [NH][NV] vertex array to our working node array
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for ( i = 0,N = 0; i <= NH; i++ )
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{
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for ( j = 0; j <= NV; j++, N++ )
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{
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Node[N].p[0] = (float)xyz[i][j].p[0];
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Node[N].p[1] = (float)xyz[i][j].p[1];
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Node[N].p[2] = (float)xyz[i][j].p[2];
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Node[N].fixed = xyz[i][j].fixed;
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}
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}
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// Start things off with the corner values
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Node[ 0].used = 1;
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Node[NV].used = 1;
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Node[NH * NVP1].used = 1;
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Node[NH * NVP1 + NV].used = 1;
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NumNodesUsed = 4;
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tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
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Tri = *pTri;
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// Which coordinates are we triangulating on?
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switch ( Plane )
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{
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case PLANE_XZ0:
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case PLANE_XZ1:
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j0 = 1;
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j1 = 0;
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j2 = 2;
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break;
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case PLANE_YZ0:
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case PLANE_YZ1:
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j0 = 0;
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j1 = 1;
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j2 = 2;
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break;
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default:
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j0 = 2;
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j1 = 0;
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j2 = 1;
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}
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// TriTable stores the largest error in a triangle and the node where that
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// error occurs
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TriTable = (TRITABLE *) malloc( NH * NV * 2 * sizeof( TRITABLE ) );
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NumNodesToSave = min( NumNodes[0], (int)( 0.01 * ( 100 - Decimate ) * ( NumNodes[0] - NumNodesUsed ) + NumNodesUsed ) );
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while ( NumNodesUsed < NumNodesToSave )
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{
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for ( i = 0; i < NumTris[0]; i++ )
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Tri[i].flag = 0;
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// For every node that's not currently used, find what triangle it
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// lies on, and the error at this node
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for ( i = 0, biggesterror = 0; i < NumNodes[0]; i++ )
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{
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if ( Node[i].used ) {
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continue;
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}
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for ( j = 0, Node[i].tri = -1; ( j < NumTris[0] ) && ( Node[i].tri == -1 ); j++ )
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{
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if ( side( Node[i].p[j1], Node[i].p[j2],
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Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
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Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
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continue;
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}
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if ( side( Node[i].p[j1], Node[i].p[j2],
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Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
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Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
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continue;
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}
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if ( side( Node[i].p[j1], Node[i].p[j2],
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Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
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Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
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continue;
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}
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Node[i].tri = j;
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}
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if ( Node[i].tri < 0 ) {
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/*
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ghCursorCurrent = ghCursorDefault;
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SetCursor(ghCursorCurrent);
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*/
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g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
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"Error: Couldn't find the triangle bounding a point.",
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"Decimation Error",MB_ICONEXCLAMATION, NULL );
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return;
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}
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if ( !Tri[Node[i].tri].flag ) {
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PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
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Node[Tri[Node[i].tri].v[1]].p,
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Node[Tri[Node[i].tri].v[2]].p,
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&Tri[Node[i].tri].plane );
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Tri[Node[i].tri].flag = 1;
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}
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Node[i].error =
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Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
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Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
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Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
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Tri[Node[i].tri].plane.normal[j0];
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biggesterror = max( biggesterror,Absolute( Node[i].error ) );
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}
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if ( biggesterror == 0 ) {
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NumNodesToSave = NumNodesUsed;
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}
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else
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{
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// For all current triangles, build a list of worst-case nodes
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memset( TriTable,0,NH * NV * 2 * sizeof( TRITABLE ) );
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for ( i = 0; i < NumNodes[0]; i++ )
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{
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if ( Node[i].used ) {
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continue;
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}
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if ( Absolute( Node[i].error ) > TriTable[Node[i].tri].error ) {
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TriTable[Node[i].tri].error = (float)( Absolute( Node[i].error ) );
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TriTable[Node[i].tri].node = i;
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}
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}
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qsort( (void *)TriTable, (size_t)( NumTris[0] ), sizeof( TRITABLE ), ( int ( * )( const void *, const void * ) )compare );
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for ( i = 0; i < NumTris[0] && NumNodesUsed < NumNodesToSave && TriTable[i].error > 0.5 * biggesterror; i++ )
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{
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if ( Node[TriTable[i].node].used ) {
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continue; // shouldn't happen
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}
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NumNodesUsed++;
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Node[TriTable[i].node].used++;
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}
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free( Tri );
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tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
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Tri = *pTri;
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// Sliver-check along borders. Since borders are often linear, the errors
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// along borders will often be zero, so no new points will be added. This
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// tends to produce long, thin brushes. For all border triangles, check
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// that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
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// vertex.
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while ( CheckBorders( &NumNodesUsed,NumNodes[0],Node,NumTris,pTri ) > 0 )
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{
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}
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Tri = *pTri;
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}
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}
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free( TriTable );
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// One last time (because we're pessimistic), check border triangles
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// CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri);
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// Tri = *pTri;
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// Check that all fixed points are exact. If not, add them to the mix.
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// First check to see if we have any fixed points that aren't already used.
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for ( i = 0, N = 0; i < NumNodes[0] && !N; i++ )
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{
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if ( Node[i].used ) {
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continue;
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}
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if ( Node[i].fixed ) {
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N++;
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}
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}
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if ( N ) {
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// Zero out the flag member of all triangles, indicating that
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// the plane equation has not been found.
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for ( i = 0; i < NumTris[0]; i++ )
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Tri[i].flag = 0;
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for ( i = 0; i < NumNodes[0]; i++ )
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{
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if ( Node[i].used ) {
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continue;
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}
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if ( !Node[i].fixed ) {
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continue;
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}
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Node[i].tri = -1;
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for ( j = 0; j < NumTris[0] && Node[i].tri == -1; j++ )
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{
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if ( side( Node[i].p[j1], Node[i].p[j2],
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Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
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Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
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continue;
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}
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if ( side( Node[i].p[j1], Node[i].p[j2],
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Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
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Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
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continue;
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}
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if ( side( Node[i].p[j1], Node[i].p[j2],
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Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
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Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
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continue;
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}
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Node[i].tri = j;
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}
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if ( Node[i].tri < 0 ) {
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/*
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ghCursorCurrent = ghCursorDefault;
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SetCursor(ghCursorCurrent);
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*/
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g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
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"Error: Couldn't find the triangle bounding a point.",
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"Decimation Error",MB_ICONEXCLAMATION, NULL );
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return;
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}
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if ( !Tri[Node[i].tri].flag ) {
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PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
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Node[Tri[Node[i].tri].v[1]].p,
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Node[Tri[Node[i].tri].v[2]].p,
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&Tri[Node[i].tri].plane );
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Tri[Node[i].tri].flag = 1;
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}
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Node[i].error =
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Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
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Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
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Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
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Tri[Node[i].tri].plane.normal[j0];
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if ( Absolute( Node[i].error ) > 0.5 ) {
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NumNodesUsed++;
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Node[i].used++;
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free( Tri );
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tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
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Tri = *pTri;
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}
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}
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}
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// Swap node orders for surfaces facing down, north or west so that
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// they are counterclockwise when facing the surface
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if ( ( Plane == PLANE_XY1 ) || ( Plane == PLANE_XZ0 ) || ( Plane == PLANE_YZ1 ) ) {
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for ( i = 0; i < NumTris[0]; i++ )
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{
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j = Tri[i].v[1];
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Tri[i].v[1] = Tri[i].v[2];
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Tri[i].v[2] = j;
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}
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}
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// Store bounding box coords
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for ( i = 0; i < NumTris[0]; i++ )
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{
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Tri[i].min[0] = Node[Tri[i].v[0]].p[0];
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Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[1]].p[0] );
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Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[2]].p[0] );
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Tri[i].min[1] = Node[Tri[i].v[0]].p[1];
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Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[1]].p[1] );
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Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[2]].p[1] );
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Tri[i].min[2] = Node[Tri[i].v[0]].p[2];
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Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[1]].p[2] );
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Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[2]].p[2] );
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Tri[i].max[0] = Node[Tri[i].v[0]].p[0];
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Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[1]].p[0] );
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Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[2]].p[0] );
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Tri[i].max[1] = Node[Tri[i].v[0]].p[1];
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Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[1]].p[1] );
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Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[2]].p[1] );
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Tri[i].max[2] = Node[Tri[i].v[0]].p[2];
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Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[1]].p[2] );
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Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[2]].p[2] );
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}
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/*
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ghCursorCurrent = ghCursorDefault;
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SetCursor(ghCursorCurrent);
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*/
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}
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/* end MakeDecimatedMap */
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/*****************************************************************************/
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/* */
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/* tricall Takes an array of nodes, spits out an array of triangles */
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/* */
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/*****************************************************************************/
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int tricall( int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, const char *Options ){
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struct triangulateio in, out;
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int i, N;
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int NumUsedNodes;
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int *NodeTable;
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TRI *ptri;
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/* Define input points. */
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for ( i = 0,NumUsedNodes = 0; i < NumNodes; i++ )
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if ( Node[i].used ) {
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NumUsedNodes++;
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}
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memset( &in, 0,sizeof( in ) );
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memset( &out,0,sizeof( out ) );
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NodeTable = (int *) malloc( NumUsedNodes * sizeof( int ) );
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in.numberofpoints = NumUsedNodes;
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in.numberofpointattributes = 0;
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in.pointlist = (REAL *) malloc( in.numberofpoints * 2 * sizeof( REAL ) );
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for ( i = 0,N = 0; i < NumNodes; i++ )
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{
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if ( Node[i].used ) {
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switch ( Plane )
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{
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case PLANE_XZ0:
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case PLANE_XZ1:
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in.pointlist[N * 2 ] = Node[i].p[0];
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in.pointlist[N * 2 + 1] = Node[i].p[2];
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break;
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case PLANE_YZ0:
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case PLANE_YZ1:
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in.pointlist[N * 2 ] = Node[i].p[1];
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in.pointlist[N * 2 + 1] = Node[i].p[2];
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break;
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default:
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in.pointlist[N * 2 ] = Node[i].p[0];
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in.pointlist[N * 2 + 1] = Node[i].p[1];
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}
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NodeTable[N] = i;
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N++;
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}
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}
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in.pointattributelist = (REAL *) NULL;
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in.pointmarkerlist = (int *) NULL;
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if ( strstr( Options,"r" ) ) {
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int *TriTable;
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TriTable = (int *) malloc( NumNodes * sizeof( int ) );
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for ( i = 0,N = 0; i < NumNodes; i++ )
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{
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if ( Node[i].used ) {
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TriTable[i] = N;
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N++;
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}
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}
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in.numberoftriangles = NumTris[0];
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in.numberofcorners = 3;
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in.numberoftriangleattributes = 0;
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in.trianglelist = (int *) malloc( in.numberofcorners * in.numberoftriangles * sizeof( int ) );
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in.triangleattributelist = (REAL *) NULL;
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in.trianglearealist = (REAL *) NULL;
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ptri = *inTri;
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for ( i = 0; i < in.numberoftriangles; i++ )
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{
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in.trianglelist[i * in.numberofcorners ] = TriTable[ptri[i].v[0]];
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in.trianglelist[i * in.numberofcorners + 1] = TriTable[ptri[i].v[1]];
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in.trianglelist[i * in.numberofcorners + 2] = TriTable[ptri[i].v[2]];
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}
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free( TriTable );
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}
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else
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{
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in.numberoftriangles = 0;
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in.numberofcorners = 3;
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in.numberoftriangleattributes = 0;
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in.trianglelist = (int *) NULL;
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in.triangleattributelist = (REAL *) NULL;
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in.trianglearealist = (REAL *) NULL;
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}
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in.numberofsegments = 0;
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in.segmentlist = (int *) NULL;
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in.segmentmarkerlist = (int *) NULL;
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in.numberofholes = 0;
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in.holelist = (REAL *) NULL;
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|
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in.numberofregions = 0;
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in.regionlist = (REAL *) NULL;
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in.numberofedges = 0;
|
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in.edgelist = (int *) NULL;
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in.edgemarkerlist = (int *) NULL;
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|
in.normlist = (REAL *) NULL;
|
|
|
|
/* Make necessary initializations */
|
|
out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
|
|
out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
|
|
number of point attributes is zero: */
|
|
out.pointmarkerlist = (int *) NULL; /* Not needed if -N or -B switch used. */
|
|
out.trianglelist = (int *) NULL; /* Not needed if -E switch used. */
|
|
out.triangleattributelist = (REAL *) NULL; /* Not needed if -E switch used or
|
|
number of triangle attributes is
|
|
zero: */
|
|
out.trianglearealist = (REAL *) NULL;
|
|
out.neighborlist = (int *) NULL; /* Needed only if -n switch used. */
|
|
out.segmentlist = (int *) NULL; /* Needed only if segments are output
|
|
(-p or -c) and -P not used: */
|
|
out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output
|
|
(-p or -c) and -P and -B not used: */
|
|
out.edgelist = (int *) NULL; /* Needed only if -e switch used. */
|
|
out.edgemarkerlist = (int *) NULL; /* Needed if -e used and -B not used. */
|
|
|
|
triangulate( (char *) Options, &in, &out, NULL );
|
|
|
|
NumTris[0] = out.numberoftriangles;
|
|
*Tri = (TRI *) malloc( NumTris[0] * sizeof( TRI ) );
|
|
ptri = *Tri;
|
|
|
|
for ( i = 0; i < NumTris[0]; i++ )
|
|
{
|
|
ptri[i].v[0] = NodeTable[out.trianglelist[i * out.numberofcorners ]];
|
|
ptri[i].v[1] = NodeTable[out.trianglelist[i * out.numberofcorners + 1]];
|
|
ptri[i].v[2] = NodeTable[out.trianglelist[i * out.numberofcorners + 2]];
|
|
ptri[i].n[0] = out.neighborlist[i * 3 ];
|
|
ptri[i].n[1] = out.neighborlist[i * 3 + 1];
|
|
ptri[i].n[2] = out.neighborlist[i * 3 + 2];
|
|
}
|
|
|
|
/* Free all allocated arrays, including those allocated by Triangle. */
|
|
if ( in.pointlist ) {
|
|
free( in.pointlist );
|
|
}
|
|
if ( in.pointattributelist ) {
|
|
free( in.pointattributelist );
|
|
}
|
|
if ( in.pointmarkerlist ) {
|
|
free( in.pointmarkerlist );
|
|
}
|
|
if ( in.trianglelist ) {
|
|
free( in.trianglelist );
|
|
}
|
|
if ( in.triangleattributelist ) {
|
|
free( in.triangleattributelist );
|
|
}
|
|
if ( in.trianglearealist ) {
|
|
free( in.trianglearealist );
|
|
}
|
|
if ( in.neighborlist ) {
|
|
free( in.neighborlist );
|
|
}
|
|
if ( in.segmentlist ) {
|
|
free( in.segmentlist );
|
|
}
|
|
if ( in.segmentmarkerlist ) {
|
|
free( in.segmentmarkerlist );
|
|
}
|
|
if ( in.holelist ) {
|
|
free( in.holelist );
|
|
}
|
|
if ( in.regionlist ) {
|
|
free( in.regionlist );
|
|
}
|
|
if ( in.edgelist ) {
|
|
free( in.edgelist );
|
|
}
|
|
if ( in.edgemarkerlist ) {
|
|
free( in.edgemarkerlist );
|
|
}
|
|
if ( in.normlist ) {
|
|
free( in.normlist );
|
|
}
|
|
if ( out.pointlist ) {
|
|
free( out.pointlist );
|
|
}
|
|
if ( out.pointattributelist ) {
|
|
free( out.pointattributelist );
|
|
}
|
|
if ( out.pointmarkerlist ) {
|
|
free( out.pointmarkerlist );
|
|
}
|
|
if ( out.trianglelist ) {
|
|
free( out.trianglelist );
|
|
}
|
|
if ( out.triangleattributelist ) {
|
|
free( out.triangleattributelist );
|
|
}
|
|
if ( out.trianglearealist ) {
|
|
free( out.trianglearealist );
|
|
}
|
|
if ( out.neighborlist ) {
|
|
free( out.neighborlist );
|
|
}
|
|
if ( out.segmentlist ) {
|
|
free( out.segmentlist );
|
|
}
|
|
if ( out.segmentmarkerlist ) {
|
|
free( out.segmentmarkerlist );
|
|
}
|
|
if ( out.holelist ) {
|
|
free( out.holelist );
|
|
}
|
|
if ( out.regionlist ) {
|
|
free( out.regionlist );
|
|
}
|
|
if ( out.edgelist ) {
|
|
free( out.edgelist );
|
|
}
|
|
if ( out.edgemarkerlist ) {
|
|
free( out.edgemarkerlist );
|
|
}
|
|
if ( out.normlist ) {
|
|
free( out.normlist );
|
|
}
|
|
|
|
free( NodeTable );
|
|
return 0;
|
|
}
|
|
|
|
void EdgeOnSide( int *v, int *edge, int *border ){
|
|
int R;
|
|
int k0, k1, N;
|
|
float Ndv;
|
|
|
|
border[0] = -1;
|
|
|
|
if ( ( v[0] <= NV ) && ( v[1] <= NV ) ) {
|
|
edge[0] = 0;
|
|
border[0] = 0;
|
|
}
|
|
if ( ( v[1] <= NV ) && ( v[2] <= NV ) ) {
|
|
edge[0] = 1;
|
|
border[0] = 0;
|
|
}
|
|
if ( ( v[2] <= NV ) && ( v[0] <= NV ) ) {
|
|
edge[0] = 2;
|
|
border[0] = 0;
|
|
}
|
|
|
|
R = NH * NVP1;
|
|
|
|
if ( ( v[0] >= R ) && ( v[1] >= R ) ) {
|
|
edge[0] = 0;
|
|
border[0] = 1;
|
|
}
|
|
if ( ( v[1] >= R ) && ( v[2] >= R ) ) {
|
|
edge[0] = 1;
|
|
border[0] = 1;
|
|
}
|
|
if ( ( v[2] >= R ) && ( v[0] >= R ) ) {
|
|
edge[0] = 2;
|
|
border[0] = 1;
|
|
}
|
|
|
|
if ( border[0] >= 0 ) {
|
|
k0 = edge[0];
|
|
k1 = ( k0 + 1 ) % 3;
|
|
N = Absolute( v[k0] - v[k1] );
|
|
Ndv = (float)( N * dv );
|
|
}
|
|
if ( ( ( v[0] % NVP1 ) == 0 ) && ( ( v[1] % NVP1 ) == 0 ) ) {
|
|
if ( border[0] >= 0 ) {
|
|
if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
|
|
return;
|
|
}
|
|
}
|
|
edge[0] = 0;
|
|
border[0] = 2;
|
|
return;
|
|
}
|
|
if ( ( ( v[1] % NVP1 ) == 0 ) && ( ( v[2] % NVP1 ) == 0 ) ) {
|
|
if ( border[0] >= 0 ) {
|
|
if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
|
|
return;
|
|
}
|
|
}
|
|
edge[0] = 1;
|
|
border[0] = 2;
|
|
return;
|
|
}
|
|
if ( ( ( v[2] % NVP1 ) == 0 ) && ( ( v[0] % NVP1 ) == 0 ) ) {
|
|
if ( border[0] >= 0 ) {
|
|
if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
|
|
return;
|
|
}
|
|
}
|
|
edge[0] = 2;
|
|
border[0] = 2;
|
|
return;
|
|
}
|
|
|
|
if ( ( ( v[0] % NVP1 ) == NV ) && ( ( v[1] % NVP1 ) == NV ) ) {
|
|
if ( border[0] >= 0 ) {
|
|
if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
|
|
return;
|
|
}
|
|
}
|
|
edge[0] = 0;
|
|
border[0] = 3;
|
|
return;
|
|
}
|
|
if ( ( ( v[1] % NVP1 ) == NV ) && ( ( v[2] % NVP1 ) == NV ) ) {
|
|
if ( border[0] >= 0 ) {
|
|
if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
|
|
return;
|
|
}
|
|
}
|
|
edge[0] = 1;
|
|
border[0] = 3;
|
|
return;
|
|
}
|
|
if ( ( ( v[2] % NVP1 ) == NV ) && ( ( v[0] % NVP1 ) == NV ) ) {
|
|
if ( border[0] >= 0 ) {
|
|
if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
|
|
return;
|
|
}
|
|
}
|
|
edge[0] = 2;
|
|
border[0] = 3;
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
|
|
void CalcAngles( NODE *node, int *v, float *angle ){
|
|
int i, j, k;
|
|
vec l;
|
|
vec x0, x1, x2, y0, y1, y2;
|
|
vec2 vv[3];
|
|
vec dot;
|
|
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XZ0:
|
|
case PLANE_XZ1:
|
|
i = 0;
|
|
j = 2;
|
|
break;
|
|
case PLANE_YZ0:
|
|
case PLANE_YZ1:
|
|
i = 1;
|
|
j = 2;
|
|
break;
|
|
default:
|
|
i = 0;
|
|
j = 1;
|
|
}
|
|
x0 = node[v[0]].p[i];
|
|
x1 = node[v[1]].p[i];
|
|
x2 = node[v[2]].p[i];
|
|
y0 = node[v[0]].p[j];
|
|
y1 = node[v[1]].p[j];
|
|
y2 = node[v[2]].p[j];
|
|
|
|
vv[0][0] = x1 - x0;
|
|
vv[0][1] = y1 - y0;
|
|
vv[1][0] = x2 - x1;
|
|
vv[1][1] = y2 - y1;
|
|
vv[2][0] = x0 - x2;
|
|
vv[2][1] = y0 - y2;
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
{
|
|
l = (vec)( sqrt( vv[k][0] * vv[k][0] + vv[k][1] * vv[k][1] ) );
|
|
if ( l > 0. ) {
|
|
vv[k][0] /= l;
|
|
vv[k][1] /= l;
|
|
}
|
|
}
|
|
|
|
dot = -( vv[0][0] * vv[2][0] + vv[0][1] * vv[2][1] );
|
|
angle[0] = (float)( acos( dot ) );
|
|
dot = -( vv[1][0] * vv[0][0] + vv[1][1] * vv[0][1] );
|
|
angle[1] = (float)( acos( dot ) );
|
|
dot = -( vv[2][0] * vv[1][0] + vv[2][1] * vv[1][1] );
|
|
angle[2] = (float)( acos( dot ) );
|
|
}
|
|
//=================================================================
|
|
int Bisect( NODE *node, int border, int j0, int j1 ){
|
|
int k;
|
|
|
|
switch ( border )
|
|
{
|
|
case 0:
|
|
k = ( j0 + j1 ) / 2;
|
|
break;
|
|
case 1:
|
|
k = ( j0 + j1 ) / 2;
|
|
break;
|
|
case 2:
|
|
k = (int)( ( j0 + j1 ) / ( 2 * NVP1 ) ) * NVP1;
|
|
break;
|
|
case 3:
|
|
k = (int)( ( j0 + j1 + 2 ) / ( 2 * NVP1 ) ) * NVP1 - 1;
|
|
break;
|
|
}
|
|
return( ( ( k != j0 ) && ( k != j1 ) ) ? k : 0 );
|
|
}
|
|
//=================================================================
|
|
int compare( TRITABLE *t1, TRITABLE *t2 ){
|
|
if ( t1->error > t2->error ) {
|
|
return -1;
|
|
}
|
|
if ( t1->error < t2->error ) {
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void MakeBrushes( int NumTris, NODE *Node, TRI *Tri,bool surf,
|
|
int offset,char *texture0, char *texture1, char *texture2 ){
|
|
extern double backface;
|
|
BRUSH brush;
|
|
int contents;
|
|
int i, j;
|
|
float Steep;
|
|
vec3_t PlaneNormal,SurfNormal;
|
|
bool CheckAngle;
|
|
vec3_t t[2];
|
|
|
|
// if texture2 is identical to texture0, there's no need to
|
|
// check surface angle
|
|
if ( !g_ascii_strcasecmp( texture0,texture2 ) || !strlen( texture2 ) ) {
|
|
CheckAngle = FALSE;
|
|
}
|
|
else
|
|
{
|
|
CheckAngle = TRUE;
|
|
Steep = (float)cos( (double)SlantAngle / 57.2957795 );
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XY0: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
|
|
case PLANE_XY1: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = -1.; break;
|
|
case PLANE_XZ0: PlaneNormal[0] = 0.; PlaneNormal[1] = 1.; PlaneNormal[2] = 1.; break;
|
|
case PLANE_XZ1: PlaneNormal[0] = 0.; PlaneNormal[1] = -1.; PlaneNormal[2] = 1.; break;
|
|
case PLANE_YZ0: PlaneNormal[0] = 1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
|
|
case PLANE_YZ1: PlaneNormal[0] = -1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
|
|
}
|
|
}
|
|
|
|
contents = 0;
|
|
if ( surf ) {
|
|
if ( UseDetail ) {
|
|
contents += CONTENTS_DETAIL;
|
|
}
|
|
if ( UseLadder ) {
|
|
contents += CONTENTS_LADDER;
|
|
}
|
|
}
|
|
|
|
OpenFuncGroup();
|
|
for ( i = 0; i < NumTris; i++ )
|
|
{
|
|
brush.Number = i;
|
|
brush.NumFaces = 5;
|
|
// front
|
|
brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
if ( offset != 0 ) {
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XY0:
|
|
brush.face[0].v[0][2] += offset;
|
|
brush.face[0].v[1][2] += offset;
|
|
brush.face[0].v[1][2] += offset;
|
|
break;
|
|
case PLANE_XY1:
|
|
brush.face[0].v[0][2] -= offset;
|
|
brush.face[0].v[1][2] -= offset;
|
|
brush.face[0].v[1][2] -= offset;
|
|
break;
|
|
case PLANE_XZ0:
|
|
brush.face[0].v[0][1] += offset;
|
|
brush.face[0].v[1][1] += offset;
|
|
brush.face[0].v[1][1] += offset;
|
|
break;
|
|
case PLANE_XZ1:
|
|
brush.face[0].v[0][1] -= offset;
|
|
brush.face[0].v[1][1] -= offset;
|
|
brush.face[0].v[1][1] -= offset;
|
|
break;
|
|
case PLANE_YZ0:
|
|
brush.face[0].v[0][0] += offset;
|
|
brush.face[0].v[1][0] += offset;
|
|
brush.face[0].v[1][0] += offset;
|
|
break;
|
|
case PLANE_YZ1:
|
|
brush.face[0].v[0][0] -= offset;
|
|
brush.face[0].v[1][0] -= offset;
|
|
brush.face[0].v[1][0] -= offset;
|
|
break;
|
|
}
|
|
}
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XZ0:
|
|
case PLANE_XZ1:
|
|
// back
|
|
brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[1].v[0][1] = (float)backface;
|
|
brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[1].v[1][1] = (float)backface;
|
|
brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[1].v[2][1] = (float)backface;
|
|
brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
// 0-1 side
|
|
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[2].v[2][1] = (float)backface;
|
|
brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
// 1-2 side
|
|
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[3].v[2][1] = (float)backface;
|
|
brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
// 2-0 side
|
|
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[4].v[2][1] = (float)backface;
|
|
brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
|
|
break;
|
|
case PLANE_YZ0:
|
|
case PLANE_YZ1:
|
|
// back
|
|
brush.face[1].v[0][0] = (float)backface;
|
|
brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[1].v[1][0] = (float)backface;
|
|
brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[1].v[2][0] = (float)backface;
|
|
brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
// 0-1 side
|
|
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[2].v[2][0] = (float)backface;
|
|
brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
// 1-2 side
|
|
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[3].v[2][0] = (float)backface;
|
|
brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
// 2-0 side
|
|
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[4].v[2][0] = (float)backface;
|
|
brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
|
|
break;
|
|
default:
|
|
// back
|
|
brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[1].v[0][2] = (float)backface;
|
|
|
|
brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[1].v[1][2] = (float)backface;
|
|
|
|
brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[1].v[2][2] = (float)backface;
|
|
|
|
// 0-1 side
|
|
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[2].v[2][2] = (float)backface;
|
|
|
|
// 1-2 side
|
|
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
|
|
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
|
|
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
|
|
|
|
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[3].v[2][2] = (float)backface;
|
|
|
|
// 2-0 side
|
|
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
|
|
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
|
|
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
|
|
|
|
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
|
|
|
|
brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
|
|
brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
|
|
brush.face[4].v[2][2] = (float)backface;
|
|
}
|
|
|
|
for ( j = 0; j < 5; j++ )
|
|
{
|
|
strcpy( brush.face[j].texture,
|
|
( strlen( texture1 ) ? texture1 : texture0 ) );
|
|
brush.face[j].Shift[0] = (float)TexOffset[0];
|
|
brush.face[j].Shift[1] = (float)TexOffset[1];
|
|
brush.face[j].Rotate = 0.;
|
|
brush.face[j].Scale[0] = (float)TexScale[0];
|
|
brush.face[j].Scale[1] = (float)TexScale[1];
|
|
brush.face[j].Contents = contents;
|
|
if ( surf ) {
|
|
brush.face[j].Surface = 0;
|
|
}
|
|
else{
|
|
brush.face[j].Surface = SURF_HINT;
|
|
}
|
|
brush.face[j].Value = 0;
|
|
}
|
|
|
|
if ( CheckAngle ) {
|
|
XYZVectorSubtract( brush.face[0].v[2],brush.face[0].v[0],t[0] );
|
|
XYZVectorSubtract( brush.face[0].v[1],brush.face[0].v[2],t[1] );
|
|
CrossProduct( t[0],t[1],SurfNormal );
|
|
VectorNormalize( SurfNormal,SurfNormal );
|
|
if ( DotProduct( SurfNormal,PlaneNormal ) < Steep ) {
|
|
strcpy( brush.face[0].texture,texture2 );
|
|
}
|
|
else{
|
|
strcpy( brush.face[0].texture,texture0 );
|
|
}
|
|
}
|
|
else{
|
|
strcpy( brush.face[0].texture,texture0 );
|
|
}
|
|
|
|
if ( surf ) {
|
|
brush.face[0].Value = ArghRad2;
|
|
}
|
|
MakeBrush( &brush );
|
|
}
|
|
CloseFuncGroup();
|
|
|
|
} // end MakeBrushes
|
|
//=================================================================
|
|
void MapOut( int NumNodes,int NumTris, NODE *Node, TRI *Tri ){
|
|
extern double backface;
|
|
extern double xmin, xmax, ymin, ymax, zmin, zmax;
|
|
BRUSH brush;
|
|
char hint[32], skip[32];
|
|
int i, j;
|
|
int face;
|
|
/*
|
|
ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
|
|
SetCursor(ghCursorCurrent);
|
|
*/
|
|
UseDetail = 1; // this is temporary
|
|
MakeBrushes( NumTris,Node,Tri,TRUE,0,Texture[Game][0],Texture[Game][1],Texture[Game][2] );
|
|
|
|
if ( AddHints || GimpHints ) {
|
|
switch ( Game )
|
|
{
|
|
case SIN:
|
|
strcpy( hint,"generic/misc/hint" );
|
|
strcpy( skip,"generic/misc/skip" );
|
|
break;
|
|
case HALFLIFE:
|
|
strcpy( hint,"HINT" );
|
|
strcpy( skip,"HINT" );
|
|
break;
|
|
case HERETIC2:
|
|
strcpy( hint,"general/hint" );
|
|
strcpy( skip,"general/skip" );
|
|
break;
|
|
case KINGPIN:
|
|
strcpy( hint,"common/0_hint" );
|
|
strcpy( skip,"common/0_skip" );
|
|
break;
|
|
case QUAKE3:
|
|
strcpy( hint,"common/hint" );
|
|
strcpy( skip,"common/skip" );
|
|
break;
|
|
default:
|
|
strcpy( hint,"e1u1/hint" );
|
|
strcpy( skip,"e1u1/skip" );
|
|
}
|
|
}
|
|
|
|
if ( GimpHints ) {
|
|
MakeBrushes( NumTris,Node,Tri,FALSE,HINT_OFFSET,hint,hint,hint );
|
|
}
|
|
|
|
if ( AddHints == 1 ) {
|
|
int j0, j1, j2, k, k0, k1;
|
|
int q[4];
|
|
int w,h,h0,h1,t,OK;
|
|
float s[3];
|
|
double front;
|
|
int MaxHints; // We don't want a whole slew of hint brushes, which we'd get
|
|
// with low decimation values and our current placement scheme.
|
|
// Limit number of hint brushes to number of undecimated grid
|
|
// squares.
|
|
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XY1:
|
|
front = LessThan( zmin,32. );
|
|
break;
|
|
case PLANE_XZ0:
|
|
front = MoreThan( ymax,32. );
|
|
break;
|
|
case PLANE_XZ1:
|
|
front = LessThan( ymin,32. );
|
|
break;
|
|
case PLANE_YZ0:
|
|
front = MoreThan( xmax,32. );
|
|
break;
|
|
case PLANE_YZ1:
|
|
front = LessThan( xmin,32. );
|
|
break;
|
|
default:
|
|
front = MoreThan( zmax,32. );
|
|
}
|
|
|
|
for ( i = 0; i < NumTris; i++ )
|
|
Tri[i].flag = 0;
|
|
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XZ0:
|
|
case PLANE_XZ1:
|
|
j0 = 1;
|
|
j1 = 0;
|
|
j2 = 2;
|
|
break;
|
|
case PLANE_YZ0:
|
|
case PLANE_YZ1:
|
|
j0 = 0;
|
|
j1 = 1;
|
|
j2 = 2;
|
|
break;
|
|
default:
|
|
j0 = 2;
|
|
j1 = 0;
|
|
j2 = 1;
|
|
}
|
|
|
|
brush.Number = 0;
|
|
brush.NumFaces = 6;
|
|
MaxHints = NH * NV - 1;
|
|
for ( w = 1; w < min( 16,NH ) && brush.Number < MaxHints; w++ )
|
|
{
|
|
for ( h = max( 1,w / 2 ); h < min( 16,NV ) && brush.Number < MaxHints; h++ )
|
|
{
|
|
for ( i = 0; i <= NH - w && brush.Number < MaxHints; i++ )
|
|
{
|
|
for ( j = 0; j <= NV - h && brush.Number < MaxHints; j++ )
|
|
{
|
|
q[0] = i * NVP1 + j;
|
|
q[2] = q[0] + w * NVP1 + h;
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XY1:
|
|
case PLANE_XZ0:
|
|
case PLANE_YZ1:
|
|
q[1] = q[0] + h;
|
|
q[3] = q[2] - h;
|
|
break;
|
|
default:
|
|
q[1] = q[2] - h;
|
|
q[3] = q[0] + h;
|
|
}
|
|
for ( k = 0, OK = 1; k < NumTris && OK; k++ )
|
|
{
|
|
if ( Tri[k].min[j1] >= max( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
|
|
continue;
|
|
}
|
|
if ( Tri[k].min[j2] >= max( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
|
|
continue;
|
|
}
|
|
if ( Tri[k].max[j1] <= min( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
|
|
continue;
|
|
}
|
|
if ( Tri[k].max[j2] <= min( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
|
|
continue;
|
|
}
|
|
|
|
for ( h0 = 0; h0 < 4 && OK; h0++ )
|
|
{
|
|
h1 = ( h0 + 1 ) % 4;
|
|
for ( t = 0; t < 3 && OK; t++ )
|
|
{
|
|
s[t] = side( Node[q[h0]].p[j1],Node[q[h0]].p[j2],
|
|
Node[q[h1]].p[j1],Node[q[h1]].p[j2],
|
|
Node[Tri[k].v[t]].p[j1],Node[Tri[k].v[t]].p[j2] );
|
|
}
|
|
if ( ( s[1] > 0 || s[2] > 0 ) && s[0] < 0 ) {
|
|
OK = 0;
|
|
}
|
|
if ( ( s[2] > 0 || s[0] > 0 ) && s[1] < 0 ) {
|
|
OK = 0;
|
|
}
|
|
if ( ( s[0] > 0 || s[1] > 0 ) && s[2] < 0 ) {
|
|
OK = 0;
|
|
}
|
|
}
|
|
}
|
|
if ( !OK ) {
|
|
continue;
|
|
}
|
|
switch ( Plane )
|
|
{
|
|
case PLANE_XZ0:
|
|
case PLANE_XZ1:
|
|
// front
|
|
brush.face[0].v[0][0] = Node[q[2]].p[0];
|
|
brush.face[0].v[0][1] = (float)front;
|
|
brush.face[0].v[0][2] = Node[q[2]].p[2];
|
|
|
|
brush.face[0].v[1][0] = Node[q[1]].p[0];
|
|
brush.face[0].v[1][1] = (float)front;
|
|
brush.face[0].v[1][2] = Node[q[1]].p[2];
|
|
|
|
brush.face[0].v[2][0] = Node[q[0]].p[0];
|
|
brush.face[0].v[2][1] = (float)front;
|
|
brush.face[0].v[2][2] = Node[q[0]].p[2];
|
|
|
|
// back
|
|
brush.face[1].v[0][0] = Node[q[0]].p[0];
|
|
brush.face[1].v[0][1] = (float)backface;
|
|
brush.face[1].v[0][2] = Node[q[0]].p[2];
|
|
|
|
brush.face[1].v[1][0] = Node[q[1]].p[0];
|
|
brush.face[1].v[1][1] = (float)backface;
|
|
brush.face[1].v[1][2] = Node[q[1]].p[2];
|
|
|
|
brush.face[1].v[2][0] = Node[q[2]].p[0];
|
|
brush.face[1].v[2][1] = (float)backface;
|
|
brush.face[1].v[2][2] = Node[q[2]].p[2];
|
|
|
|
for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
|
|
{
|
|
k = k0 + 2;
|
|
k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
|
|
|
|
brush.face[k].v[0][0] = Node[q[k0]].p[0];
|
|
brush.face[k].v[0][1] = (float)front;
|
|
brush.face[k].v[0][2] = Node[q[k0]].p[2];
|
|
|
|
brush.face[k].v[1][0] = Node[q[k1]].p[0];
|
|
brush.face[k].v[1][1] = (float)front;
|
|
brush.face[k].v[1][2] = Node[q[k1]].p[2];
|
|
|
|
brush.face[k].v[2][0] = Node[q[k1]].p[0];
|
|
brush.face[k].v[2][1] = (float)backface;
|
|
brush.face[k].v[2][2] = Node[q[k1]].p[2];
|
|
}
|
|
break;
|
|
case PLANE_YZ0:
|
|
case PLANE_YZ1:
|
|
// front
|
|
brush.face[0].v[0][0] = (float)front;
|
|
brush.face[0].v[0][1] = Node[q[2]].p[1];
|
|
brush.face[0].v[0][2] = Node[q[2]].p[2];
|
|
|
|
brush.face[0].v[1][0] = (float)front;
|
|
brush.face[0].v[1][1] = Node[q[1]].p[1];
|
|
brush.face[0].v[1][2] = Node[q[1]].p[2];
|
|
|
|
brush.face[0].v[2][0] = (float)front;
|
|
brush.face[0].v[2][1] = Node[q[0]].p[1];
|
|
brush.face[0].v[2][2] = Node[q[0]].p[2];
|
|
|
|
// back
|
|
brush.face[1].v[0][0] = (float)backface;
|
|
brush.face[1].v[0][1] = Node[q[0]].p[1];
|
|
brush.face[1].v[0][2] = Node[q[0]].p[2];
|
|
|
|
brush.face[1].v[1][0] = (float)backface;
|
|
brush.face[1].v[1][1] = Node[q[1]].p[1];
|
|
brush.face[1].v[1][2] = Node[q[1]].p[2];
|
|
|
|
brush.face[1].v[2][0] = (float)backface;
|
|
brush.face[1].v[2][1] = Node[q[2]].p[1];
|
|
brush.face[1].v[2][2] = Node[q[2]].p[2];
|
|
|
|
for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
|
|
{
|
|
k = k0 + 2;
|
|
k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
|
|
|
|
brush.face[k].v[0][0] = (float)front;
|
|
brush.face[k].v[0][1] = Node[q[k0]].p[1];
|
|
brush.face[k].v[0][2] = Node[q[k0]].p[2];
|
|
|
|
brush.face[k].v[1][0] = (float)front;
|
|
brush.face[k].v[1][1] = Node[q[k1]].p[1];
|
|
brush.face[k].v[1][2] = Node[q[k1]].p[2];
|
|
|
|
brush.face[k].v[2][0] = (float)backface;
|
|
brush.face[k].v[2][1] = Node[q[k1]].p[1];
|
|
brush.face[k].v[2][2] = Node[q[k1]].p[2];
|
|
}
|
|
break;
|
|
default:
|
|
// front
|
|
brush.face[0].v[0][0] = Node[q[2]].p[0];
|
|
brush.face[0].v[0][1] = Node[q[2]].p[1];
|
|
brush.face[0].v[0][2] = (float)front;
|
|
|
|
brush.face[0].v[1][0] = Node[q[1]].p[0];
|
|
brush.face[0].v[1][1] = Node[q[1]].p[1];
|
|
brush.face[0].v[1][2] = (float)front;
|
|
|
|
brush.face[0].v[2][0] = Node[q[0]].p[0];
|
|
brush.face[0].v[2][1] = Node[q[0]].p[1];
|
|
brush.face[0].v[2][2] = (float)front;
|
|
|
|
// back
|
|
brush.face[1].v[0][0] = Node[q[0]].p[0];
|
|
brush.face[1].v[0][1] = Node[q[0]].p[1];
|
|
brush.face[1].v[0][2] = (float)backface;
|
|
|
|
brush.face[1].v[1][0] = Node[q[1]].p[0];
|
|
brush.face[1].v[1][1] = Node[q[1]].p[1];
|
|
brush.face[1].v[1][2] = (float)backface;
|
|
|
|
brush.face[1].v[2][0] = Node[q[2]].p[0];
|
|
brush.face[1].v[2][1] = Node[q[2]].p[1];
|
|
brush.face[1].v[2][2] = (float)backface;
|
|
|
|
for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
|
|
{
|
|
k = k0 + 2;
|
|
k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
|
|
|
|
brush.face[k].v[0][0] = Node[q[k0]].p[0];
|
|
brush.face[k].v[0][1] = Node[q[k0]].p[1];
|
|
brush.face[k].v[0][2] = (float)front;
|
|
|
|
brush.face[k].v[1][0] = Node[q[k1]].p[0];
|
|
brush.face[k].v[1][1] = Node[q[k1]].p[1];
|
|
brush.face[k].v[1][2] = (float)front;
|
|
|
|
brush.face[k].v[2][0] = Node[q[k1]].p[0];
|
|
brush.face[k].v[2][1] = Node[q[k1]].p[1];
|
|
brush.face[k].v[2][2] = (float)backface;
|
|
}
|
|
break;
|
|
} // switch (Plane)
|
|
for ( face = 0; face < 6; face++ )
|
|
{
|
|
strcpy( brush.face[face].texture,( face <= 1 ? skip : hint ) );
|
|
brush.face[face].Shift[0] = 0;
|
|
brush.face[face].Shift[1] = 0;
|
|
brush.face[face].Rotate = 0.;
|
|
brush.face[face].Scale[0] = 1;
|
|
brush.face[face].Scale[1] = 1;
|
|
brush.face[face].Contents = CONTENTS_DETAIL;
|
|
brush.face[face].Surface = ( face <= 1 ? SURF_SKIP : SURF_HINT );
|
|
brush.face[face].Value = 0;
|
|
}
|
|
if ( !brush.Number ) {
|
|
OpenFuncGroup();
|
|
}
|
|
MakeBrush( &brush );
|
|
brush.Number++;
|
|
} // for(j=
|
|
} // for(i=
|
|
} // for(h=
|
|
} // for(w=
|
|
if ( brush.Number ) {
|
|
CloseFuncGroup();
|
|
}
|
|
}
|
|
/*
|
|
ghCursorCurrent = ghCursorDefault;
|
|
SetCursor(ghCursorCurrent);
|
|
*/
|
|
}
|
|
//===========================================================================
|
|
int CheckBorders( int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri ){
|
|
int border;
|
|
int i, j, k0, k1, N;
|
|
float angle[3];
|
|
TRI *Tri;
|
|
|
|
N = NumNodesUsed[0];
|
|
Tri = *pTri;
|
|
for ( i = 0; i < NumTris[0]; i++ )
|
|
{
|
|
EdgeOnSide( Tri[i].v,&k0,&border );
|
|
if ( border < 0 ) {
|
|
continue;
|
|
}
|
|
CalcAngles( Node, Tri[i].v, angle );
|
|
k1 = ( k0 + 1 ) % 3;
|
|
if ( ( angle[k0] < SLIVER_ANGLE ) || ( angle[k1] < SLIVER_ANGLE ) ) {
|
|
j = Bisect( Node, border, Tri[i].v[k0], Tri[i].v[k1] );
|
|
if ( j >= 0 ) {
|
|
if ( !Node[j].used ) { // Shouldn't be used, but...
|
|
NumNodesUsed[0]++;
|
|
Node[j].used++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( NumNodesUsed[0] > N ) {
|
|
free( *pTri );
|
|
tricall( NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY" );
|
|
Tri = *pTri;
|
|
}
|
|
return ( NumNodesUsed[0] - N );
|
|
}
|