mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-25 21:31:12 +00:00
48410b113d
Fixing plugins on both Linux and Windows. It's consistent now. Fixing gl font on Windows. Mostly, added lots of plugins. git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@474 8a3a26a2-13c4-0310-b231-cf6edde360e5
1327 lines
38 KiB
C++
1327 lines
38 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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{
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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) return;
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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) continue;
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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. ) continue;
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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. ) continue;
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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. ) continue;
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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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/*
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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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{
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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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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) continue;
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if(Absolute(Node[i].error) > TriTable[Node[i].tri].error)
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{
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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) continue; // shouldn't happen
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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) continue;
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if(Node[i].fixed) N++;
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}
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if(N)
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{
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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) continue;
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if(!Node[i].fixed) continue;
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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. ) continue;
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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. ) continue;
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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. ) continue;
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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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/*
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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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{
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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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{
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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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{
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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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{
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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) NumUsedNodes++;
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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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{
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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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{
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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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{
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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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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;
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|
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/* Make necessary initializations */
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out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
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out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
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number of point attributes is zero: */
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out.pointmarkerlist = (int *) NULL; /* Not needed if -N or -B switch used. */
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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_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);
|
|
}
|