mirror of
https://github.com/UberGames/GtkRadiant.git
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06eb8cc3a4
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@58 8a3a26a2-13c4-0310-b231-cf6edde360e5
268 lines
6.3 KiB
C++
268 lines
6.3 KiB
C++
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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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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// DPlane.cpp: implementation of the DPlane class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "DPlane.h"
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#include <list>
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#include "DPoint.h"
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#include "DWinding.h"
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#include "str.h"
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#include "misc.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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DPlane::DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const _QERFaceData* texData)
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{
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MakeNormal( va, vb, vc, normal );
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if(VectorNormalize(normal, normal) == 0) // normalizes and returns length
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globalErrorStream() << "DPlane::DPlane: Bad Normal.\n";
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_d = (normal[0]*va[0]) + (normal[1]*va[1]) + (normal[2]*va[2]);
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VectorCopy(va, points[0]);
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VectorCopy(vb, points[1]);
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VectorCopy(vc, points[2]);
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m_bChkOk = true;
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if(texData)
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memcpy(&texInfo, texData, sizeof(_QERFaceData));
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else
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FillDefaultTexture(&texInfo, points[0], points[1], points[2], "textures/common/caulk");
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}
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DPlane::~DPlane()
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{
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}
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//////////////////////////////////////////////////////////////////////
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// Implementation
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//////////////////////////////////////////////////////////////////////
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vec_t DPlane::DistanceToPoint(vec3_t pnt)
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{
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vec3_t tmp;
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VectorSubtract(pnt, points[0], tmp);
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return DotProduct(tmp, normal);
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}
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bool DPlane::PlaneIntersection(DPlane *pl1, DPlane *pl2, vec3_t out)
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{
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float a1, a2, a3;
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float b1, b2, b3;
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float c1, c2, c3;
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a1 = normal[0]; a2 = normal[1]; a3 = normal[2];
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b1 = pl1->normal[0]; b2 = pl1->normal[1]; b3 = pl1->normal[2];
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c1 = pl2->normal[0]; c2 = pl2->normal[1]; c3 = pl2->normal[2];
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float d = Determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
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if(d == 0)
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return false;
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float v1 = _d;
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float v2 = pl1->_d;
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float v3 = pl2->_d;
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float d1 = Determinant3x3(v1, a2, a3, v2, b2, b3, v3, c2, c3);
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float d2 = Determinant3x3(a1, v1, a3, b1, v2, b3, c1, v3, c3);
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float d3 = Determinant3x3(a1, a2, v1, b1, b2, v2, c1, c2, v3);
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out[0] = d1/d;
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out[1] = d2/d;
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out[2] = d3/d;
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return true;
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}
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bool DPlane::IsRedundant(std::list<DPoint*>& pointList)
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{
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int cnt = 0;
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//std::list<DPoint *>::const_iterator point=pointList.begin();
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for(std::list<DPoint *>::const_iterator point=pointList.begin(); point!=pointList.end(); point++)
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{
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if(fabs(DistanceToPoint((*point)->_pnt)) < MAX_ROUND_ERROR)
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cnt++;
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if(cnt == 3)
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return false;
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}
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return true;
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}
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bool DPlane::operator == (DPlane& other)
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{
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vec3_t chk;
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VectorSubtract(other.normal, normal, chk);
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if(fabs(VectorLength(chk)) > MAX_ROUND_ERROR)
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return false;
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if(fabs(other._d - _d) > MAX_ROUND_ERROR)
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return false;
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return true;
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}
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bool DPlane::operator != (DPlane& other)
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{
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vec3_t chk;
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VectorAdd(other.normal, normal, chk);
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if(fabs(VectorLength(chk)) > MAX_ROUND_ERROR)
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return false;
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return true;
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}
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DWinding* DPlane::BaseWindingForPlane()
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{
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int i, x;
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vec_t max, v;
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vec3_t org, vright, vup;
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// find the major axis
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max = -131072;
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x = -1;
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for (i=0 ; i<3; i++)
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{
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v = (float)fabs(normal[i]);
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if (v > max)
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{
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x = i;
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max = v;
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}
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}
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if (x==-1)
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globalOutputStream() << "BaseWindingForPlane: no axis found";
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VectorCopy (vec3_origin, vup);
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switch (x)
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{
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case 0:
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case 1:
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vup[2] = 1;
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break;
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case 2:
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vup[0] = 1;
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break;
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}
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v = DotProduct (vup, normal);
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VectorMA (vup, -v, normal, vup);
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VectorNormalize (vup, vup);
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VectorScale (normal, _d, org);
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CrossProduct (vup, normal, vright);
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VectorScale (vup, 131072, vup);
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VectorScale (vright, 131072, vright);
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// project a really big axis aligned box onto the plane
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DWinding* w = new DWinding;
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w->AllocWinding(4);
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VectorSubtract (org, vright, w->p[0]);
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VectorAdd (w->p[0], vup, w->p[0]);
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VectorAdd (org, vright, w->p[1]);
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VectorAdd (w->p[1], vup, w->p[1]);
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VectorAdd (org, vright, w->p[2]);
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VectorSubtract (w->p[2], vup, w->p[2]);
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VectorSubtract (org, vright, w->p[3]);
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VectorSubtract (w->p[3], vup, w->p[3]);
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return w;
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}
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void DPlane::Rebuild()
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{
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vec3_t v1, v2;
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VectorSubtract(points[0], points[1], v1);
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VectorSubtract(points[2], points[1], v2);
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CrossProduct(v1, v2, normal);
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if(VectorNormalize(normal, normal) == 0) // normalizes and returns length
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globalErrorStream() << "DPlane::Rebuild: Bad Normal.\n";
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_d = (normal[0]*points[0][0]) + (normal[1]*points[0][1]) + (normal[2]*points[0][2]);
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VectorCopy(points[0], texInfo.m_p0);
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VectorCopy(points[1], texInfo.m_p1);
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VectorCopy(points[2], texInfo.m_p2);
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}
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bool DPlane::AddToBrush(scene::Node& brush)
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{
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bool changed = false;
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if(!(m_bChkOk || !strcmp(m_shader.c_str(), "textures/common/caulk")))
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{
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m_shader = "textures/common/caulk";
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changed = true;
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}
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_QERFaceData faceData;
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faceData.m_p0 = vector3_from_array(points[0]);
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faceData.m_p1 = vector3_from_array(points[1]);
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faceData.m_p2 = vector3_from_array(points[2]);
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faceData.m_texdef = texInfo.m_texdef;
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faceData.m_shader = m_shader.c_str();
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GlobalBrushCreator().Brush_addFace(brush, faceData);
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return changed;
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}
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void DPlane::ScaleTexture()
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{ }
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DPlane::DPlane(const vec3_t va, const vec3_t vb, const vec3_t vc, const char* textureName, bool bDetail)
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{
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vec3_t v1, v2;
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VectorSubtract(va, vb, v1);
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VectorSubtract(vc, vb, v2);
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CrossProduct(v1, v2, normal);
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if(VectorNormalize(normal, normal) == 0) // normalizes and returns length
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globalErrorStream() << "DPlane::DPlane: Bad Normal.\n";
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_d = (normal[0]*va[0]) + (normal[1]*va[1]) + (normal[2]*va[2]);
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VectorCopy(va, points[0]);
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VectorCopy(vb, points[1]);
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VectorCopy(vc, points[2]);
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m_bChkOk = true;
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FillDefaultTexture(&texInfo, points[0], points[1], points[2], textureName);
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if(bDetail)
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texInfo.contents |= FACE_DETAIL;
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}
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