mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-11 21:10:56 +00:00
6ee91d153e
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@44 8a3a26a2-13c4-0310-b231-cf6edde360e5
647 lines
17 KiB
C++
647 lines
17 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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#include "shapes.h"
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#include <list>
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#include "DPoint.h"
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#include "DPlane.h"
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#include "str.h"
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#include "misc.h"
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#include "funchandlers.h"
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#include "iundo.h"
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#include "refcounted_ptr.h"
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#include <vector>
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#include <list>
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#include <map>
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#include <algorithm>
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#include "scenelib.h"
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//#include "dialogs-gtk.h"
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/************************
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Cube Diagram
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************************/
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/*
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7 ----- 5
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/| /|
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/ | / |
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/ | / |
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4 ----- 6 |
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| 2|_|___|8
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| / | /
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| / | / ----> WEST, definitely
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|/ | /
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1|_____|/3
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*/
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/************************
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Global Variables
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************************/
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vec3_t g_Origin = {0.0f, 0.0f, 0.0f};
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extern bool bFacesAll[];
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/************************
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Helper Functions
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************************/
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float Deg2Rad(float angle)
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{
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return (float)(angle*Q_PI/180);
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}
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void AddFaceWithTexture(scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail)
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{
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_QERFaceData faceData;
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FillDefaultTexture(&faceData, va, vb, vc, texture);
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if(detail)
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faceData.m_texdef.contents |= FACE_DETAIL;
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GlobalBrushCreator().addBrushFace(brush, faceData);
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}
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void AddFaceWithTextureScaled(scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc,
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const char* texture, bool bVertScale, bool bHorScale,
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float minX, float minY, float maxX, float maxY)
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{
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qtexture_t* pqtTexInfo;
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// TTimo: there used to be a call to pfnHasShader here
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// this was not necessary. In Radiant everything is shader.
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// If a texture doesn't have a shader script, a default shader object is used.
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// The IShader object was leaking also
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// collect texture info: sizes, etc
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IShader* i = QERApp_Shader_ForName(texture);
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pqtTexInfo = i->getTexture(); // shader width/height doesn't come out properly
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if(pqtTexInfo)
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{
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float scale[2] = {0.5f, 0.5f};
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float shift[2] = {0, 0};
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if(bHorScale)
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{
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int texWidth = pqtTexInfo->width;
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float width = maxX - minX;
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scale[0] = width/texWidth;
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shift[0] = -(float)((int)maxX%(int)width)/scale[0];
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}
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if(bVertScale)
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{
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int texHeight = pqtTexInfo->height;
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float height = maxY - minY;
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scale[1] = height/texHeight;
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shift[1] = (float)((int)minY%(int)height)/scale[1];
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}
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_QERFaceData addFace;
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FillDefaultTexture(&addFace, va, vb, vc, texture);
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addFace.m_texdef.scale[0] = scale[0];
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addFace.m_texdef.scale[1] = scale[1];
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addFace.m_texdef.shift[0] = shift[0];
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addFace.m_texdef.shift[1] = shift[1];
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GlobalBrushCreator().addBrushFace(brush, addFace);
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}
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else
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{
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// shouldn't even get here, as default missing texture should be returned if
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// texture doesn't exist, but just in case
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AddFaceWithTexture(brush, va, vb, vc, texture, FALSE);
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Sys_ERROR("BobToolz::Invalid Texture Name-> %s", texture);
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}
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// the IShader is not kept referenced, DecRef it
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i->DecRef();
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}
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/************************
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--Main Functions--
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************************/
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void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp)
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{
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NodeSmartReference newBrush(GlobalBrushCreator().createBrush());
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vec3_t v1, v2, v3, v5, v6, v7, v8;
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VectorCopy(min, v1);
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VectorCopy(min, v2);
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VectorCopy(min, v3);
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VectorCopy(max, v5);
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VectorCopy(max, v6);
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VectorCopy(max, v7);
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VectorCopy(max, v8);
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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v8[2] = min[2];
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if(bUp)
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{
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if(dir != MOVE_EAST)
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AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", FALSE);
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if(dir != MOVE_WEST)
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AddFaceWithTexture(newBrush, v7, v5, v8, "textures/common/caulk", FALSE);
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if(dir != MOVE_NORTH)
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AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", FALSE);
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if(dir != MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v3, v8, v6, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush, v1, v2, v3, "textures/common/caulk", FALSE);
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if(dir == MOVE_EAST)
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AddFaceWithTexture(newBrush, v1, v3, v5, "textures/common/caulk", FALSE);
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if(dir == MOVE_WEST)
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AddFaceWithTexture(newBrush, v2, v6, v8, "textures/common/caulk", FALSE);
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if(dir == MOVE_NORTH)
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AddFaceWithTexture(newBrush, v1, v6, v5, "textures/common/caulk", FALSE);
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if(dir == MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v7, v3, v8, "textures/common/caulk", FALSE);
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}
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else
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{
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if(dir != MOVE_WEST)
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AddFaceWithTexture(newBrush, v7, v5, v8, "textures/common/caulk", FALSE);
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if(dir != MOVE_EAST)
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AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", FALSE);
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if(dir != MOVE_NORTH)
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AddFaceWithTexture(newBrush, v3, v8, v6, "textures/common/caulk", FALSE);
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if(dir != MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush, v6, v5, v7, "textures/common/caulk", FALSE);
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if(dir == MOVE_WEST)
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AddFaceWithTexture(newBrush, v1, v5, v3, "textures/common/caulk", FALSE);
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if(dir == MOVE_EAST)
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AddFaceWithTexture(newBrush, v2, v8, v6, "textures/common/caulk", FALSE);
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if(dir == MOVE_NORTH)
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AddFaceWithTexture(newBrush, v1, v5, v6, "textures/common/caulk", FALSE);
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if(dir == MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v7, v8, v3, "textures/common/caulk", FALSE);
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}
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Node_getTraversable(GetWorldspawn())->insert(newBrush);
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}
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//-----------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------
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void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail)
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{
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NodeSmartReference newBrush(GlobalBrushCreator().createBrush());
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//----- Build Outer Bounds ---------
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vec3_t v1, v2, v3, v5, v6, v7, v8;
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VectorCopy(min, v1);
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VectorCopy(min, v2);
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VectorCopy(min, v3);
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VectorCopy(max, v5);
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VectorCopy(max, v6);
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VectorCopy(max, v7);
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VectorCopy(max, v8);
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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v8[2] = min[2];
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//v8 needed this time, becoz of sloping faces (2-4-6-8)
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//----------------------------------
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AddFaceWithTexture(newBrush, v6, v5, v7, mainTexture, detail);
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if(dir != MOVE_EAST)
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{
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if(dir == MOVE_WEST)
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AddFaceWithTexture(newBrush, v5, v2, v7, riserTexture, detail);
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else
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AddFaceWithTexture(newBrush, v5, v2, v7, "textures/common/caulk", detail);
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}
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if(dir != MOVE_WEST)
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{
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if(dir == MOVE_EAST)
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AddFaceWithTexture(newBrush, v1, v3, v6, riserTexture, detail);
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else
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AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", detail);
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}
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if(dir != MOVE_NORTH)
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{
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if(dir == MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v3, v5, v6, riserTexture, detail);
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else
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AddFaceWithTexture(newBrush, v3, v5, v6, "textures/common/caulk", detail);
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}
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if(dir != MOVE_SOUTH)
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{
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if(dir == MOVE_NORTH)
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AddFaceWithTexture(newBrush, v1, v7, v2, riserTexture, detail);
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else
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AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", detail);
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}
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if(dir == MOVE_EAST)
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AddFaceWithTexture(newBrush, v1, v5, v3, "textures/common/caulk", detail);
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if(dir == MOVE_WEST)
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AddFaceWithTexture(newBrush, v2, v8, v6, "textures/common/caulk", detail);
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if(dir == MOVE_NORTH)
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AddFaceWithTexture(newBrush, v1, v5, v6, "textures/common/caulk", detail);
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if(dir == MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v7, v8, v3, "textures/common/caulk", detail);
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Node_getTraversable(GetWorldspawn())->insert(newBrush);
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}
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//-----------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------
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// internal use only, to get a box without finishing construction
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scene::Node& Build_Get_BoundingCube_Selective(vec3_t min, vec3_t max, char* texture, bool* useFaces)
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{
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scene::Node& newBrush(GlobalBrushCreator().createBrush());
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//----- Build Outer Bounds ---------
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vec3_t v1, v2, v3, v5, v6, v7;
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VectorCopy(min, v1);
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VectorCopy(min, v2);
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VectorCopy(min, v3);
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VectorCopy(max, v5);
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VectorCopy(max, v6);
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VectorCopy(max, v7);
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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//----------------------------------
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//----- Add Six Cube Faces ---------
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if(useFaces[0])
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AddFaceWithTexture(newBrush, v1, v2, v3, texture, FALSE);
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if(useFaces[1])
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AddFaceWithTexture(newBrush, v1, v3, v6, texture, FALSE);
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if(useFaces[2])
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AddFaceWithTexture(newBrush, v1, v7, v2, texture, FALSE);
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if(useFaces[3])
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AddFaceWithTexture(newBrush, v5, v6, v3, texture, FALSE);
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if(useFaces[4])
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AddFaceWithTexture(newBrush, v5, v2, v7, texture, FALSE);
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if(useFaces[5])
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AddFaceWithTexture(newBrush, v5, v7, v6, texture, FALSE);
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//----------------------------------
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return newBrush;
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}
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scene::Node& Build_Get_BoundingCube(vec3_t min, vec3_t max, char* texture)
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{
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return Build_Get_BoundingCube_Selective(min, max, texture, bFacesAll);
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}
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//-----------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------
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void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction)
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{
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scene::Node& newBrush(GlobalBrushCreator().createBrush());
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//----- Build Outer Bounds ---------
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vec3_t v1, v2, v3, v5, v6, v7;
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VectorCopy(min, v1);
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VectorCopy(min, v2);
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VectorCopy(min, v3);
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VectorCopy(max, v5);
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VectorCopy(max, v6);
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VectorCopy(max, v7);
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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//----------------------------------
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AddFaceWithTexture(newBrush, v6, v5, v7, mainTexture, FALSE);
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// top gets current texture
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if(direction == MOVE_EAST)
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AddFaceWithTexture(newBrush, v1, v3, v6, riserTexture, FALSE);
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else
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AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", FALSE);
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// west facing side, etc...
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if(direction == MOVE_NORTH)
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AddFaceWithTexture(newBrush, v1, v7, v2, riserTexture, FALSE);
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else
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AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", FALSE);
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if(direction == MOVE_SOUTH)
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AddFaceWithTexture(newBrush, v3, v5, v6, riserTexture, FALSE);
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else
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AddFaceWithTexture(newBrush, v3, v5, v6, "textures/common/caulk", FALSE);
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if(direction == MOVE_WEST)
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AddFaceWithTexture(newBrush, v7, v5, v2, riserTexture, FALSE);
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else
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AddFaceWithTexture(newBrush, v7, v5, v2, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush, v1, v2, v3, "textures/common/caulk", FALSE);
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// base is caulked
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Node_getTraversable(GetWorldspawn())->insert(newBrush);
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// finish brush
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}
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//-----------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------
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void BuildDoorsX2(vec3_t min, vec3_t max,
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bool bSclMainHor, bool bSclMainVert,
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bool bSclTrimHor, bool bSclTrimVert,
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const char* mainTexture, const char* trimTexture,
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int direction)
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{
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int xy;
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if(direction == 0)
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xy = 0;
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else
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xy = 1;
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//----- Build Outer Bounds ---------
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vec3_t v1, v2, v3, v5, v6, v7, ve_1, ve_2, ve_3;
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VectorCopy(min, v1);
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VectorCopy(min, v2);
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VectorCopy(min, v3);
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VectorCopy(max, v5);
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VectorCopy(max, v6);
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VectorCopy(max, v7);
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v2[0] = max[0];
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v3[1] = max[1];
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v6[0] = min[0];
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v7[1] = min[1];
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float width = (max[xy] - min[xy])/2;
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if(direction == 0)
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{
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VectorCopy(v1, ve_1);
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VectorCopy(v3, ve_2);
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VectorCopy(v6, ve_3);
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}
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else
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{
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VectorCopy(v7, ve_1);
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VectorCopy(v1, ve_2);
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VectorCopy(v2, ve_3);
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}
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ve_1[xy] += width;
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ve_2[xy] += width;
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ve_3[xy] += width;
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//----------------------------------
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NodeSmartReference newBrush1(GlobalBrushCreator().createBrush());
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NodeSmartReference newBrush2(GlobalBrushCreator().createBrush());
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AddFaceWithTexture(newBrush1, v1, v2, v3, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush1, v5, v7, v6, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush2, v1, v2, v3, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush2, v5, v7, v6, "textures/common/caulk", FALSE);
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if(direction == 0)
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{
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AddFaceWithTexture(newBrush1, v1, v3, v6, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush2, v5, v2, v7, "textures/common/caulk", FALSE);
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}
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else
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{
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AddFaceWithTexture(newBrush1, v1, v7, v2, "textures/common/caulk", FALSE);
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AddFaceWithTexture(newBrush2, v5, v6, v3, "textures/common/caulk", FALSE);
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}
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if(direction == 0)
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{
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AddFaceWithTextureScaled(newBrush1, v1, v7, v2, mainTexture, bSclMainVert, bSclMainHor,
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min[0], min[2], max[0], max[2]);
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AddFaceWithTextureScaled(newBrush1, v5, v6, v3, mainTexture, bSclMainVert, bSclMainHor,
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max[0], min[2], min[0], max[2]);
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|
|
|
AddFaceWithTextureScaled(newBrush2, v1, v7, v2, mainTexture, bSclMainVert, bSclMainHor,
|
|
min[0], min[2], max[0], max[2]);
|
|
AddFaceWithTextureScaled(newBrush2, v5, v6, v3, mainTexture, bSclMainVert, bSclMainHor,
|
|
max[0], min[2], min[0], max[2]); // flip max/min to reverse tex dir
|
|
|
|
|
|
|
|
AddFaceWithTextureScaled(newBrush1, ve_3, ve_2, ve_1, trimTexture, bSclTrimVert, bSclTrimHor,
|
|
min[1], min[2], max[1], max[2]);
|
|
|
|
AddFaceWithTextureScaled(newBrush2, ve_1, ve_2, ve_3, trimTexture, bSclTrimVert, bSclTrimHor,
|
|
max[1], min[2], min[1], max[2]);
|
|
}
|
|
else
|
|
{
|
|
AddFaceWithTextureScaled(newBrush1, v1, v3, v6, mainTexture, bSclMainVert, bSclMainHor,
|
|
min[1], min[2], max[1], max[2]);
|
|
AddFaceWithTextureScaled(newBrush1, v5, v2, v7, mainTexture, bSclMainVert, bSclMainHor,
|
|
max[1], min[2], min[1], max[2]);
|
|
|
|
|
|
AddFaceWithTextureScaled(newBrush2, v1, v3, v6, mainTexture, bSclMainVert, bSclMainHor,
|
|
min[1], min[2], max[1], max[2]);
|
|
AddFaceWithTextureScaled(newBrush2, v5, v2, v7, mainTexture, bSclMainVert, bSclMainHor,
|
|
max[1], min[2], min[1], max[2]); // flip max/min to reverse tex dir
|
|
|
|
|
|
AddFaceWithTextureScaled(newBrush1, ve_1, ve_2, ve_3, trimTexture, bSclTrimVert, bSclTrimHor,
|
|
min[0], min[2], max[0], max[2]);
|
|
|
|
AddFaceWithTextureScaled(newBrush2, ve_3, ve_2, ve_1, trimTexture, bSclTrimVert, bSclTrimHor,
|
|
max[0], min[2], min[0], max[2]);
|
|
}
|
|
|
|
//----------------------------------
|
|
|
|
|
|
NodeSmartReference pEDoor1 = GlobalEntityCreator().createEntity("func_door");
|
|
NodeSmartReference pEDoor2 = GlobalEntityCreator().createEntity("func_door");
|
|
|
|
if(direction == 0)
|
|
{
|
|
pEDoor1->m_entity->setkeyvalue("angle", "180");
|
|
pEDoor2->m_entity->setkeyvalue("angle", "360");
|
|
}
|
|
else
|
|
{
|
|
pEDoor1->m_entity->setkeyvalue("angle", "270");
|
|
pEDoor2->m_entity->setkeyvalue("angle", "90");
|
|
}
|
|
|
|
srand((unsigned)time(NULL));
|
|
|
|
char teamname[256];
|
|
sprintf(teamname, "t%i", rand());
|
|
pEDoor1->m_entity->setkeyvalue("team", teamname);
|
|
pEDoor2->m_entity->setkeyvalue("team", teamname);
|
|
|
|
Node_getTraversable(pEDoor1)->insert(newBrush1);
|
|
Node_getTraversable(pEDoor2)->insert(newBrush2);
|
|
|
|
Node_getTraversable(GlobalSceneGraph().root())->insert(pEDoor1);
|
|
Node_getTraversable(GlobalSceneGraph().root())->insert(pEDoor2);
|
|
|
|
// ResetCurrentTexture();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
void MakeBevel(vec3_t vMin, vec3_t vMax)
|
|
{
|
|
NodeSmartReference patch(GlobalPatchCreator().createPatch());
|
|
aabb_t aabb;
|
|
aabb_construct_for_vec3(&aabb, vMin, vMax);
|
|
#if 0
|
|
patch->m_patch->ConstructPrefab(&aabb, eBevel, 2); // 2 == XY view
|
|
#endif
|
|
|
|
Node_getTraversable(GetWorldspawn())->insert(patch);
|
|
}
|
|
|
|
void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex)
|
|
{
|
|
vec3_t* topPoints = new vec3_t[nSteps+1];
|
|
vec3_t* botPoints = new vec3_t[nSteps+1];
|
|
|
|
bool bFacesUse[6] = {TRUE, TRUE, FALSE, TRUE, FALSE, FALSE};
|
|
|
|
vec3_t centre;
|
|
VectorCopy(vMin, centre);
|
|
centre[0] = vMax[0];
|
|
|
|
int height = (int)(vMax[2] - vMin[2]) / nSteps;
|
|
|
|
vec3_t vTop, vBot;
|
|
VectorCopy(vMax, vTop);
|
|
VectorCopy(vMin, vBot);
|
|
vTop[2] = vMin[2] + height;
|
|
|
|
int i;
|
|
for(i = 0; i <= nSteps; i++)
|
|
{
|
|
VectorCopy(centre, topPoints[i]);
|
|
VectorCopy(centre, botPoints[i]);
|
|
|
|
topPoints[i][2] = vMax[2];
|
|
botPoints[i][2] = vMin[2];
|
|
|
|
topPoints[i][0] -= 10 * sinf( Q_PI * i / ( 2 * nSteps ) );
|
|
topPoints[i][1] += 10 * cosf( Q_PI * i / ( 2 * nSteps ) );
|
|
|
|
botPoints[i][0] = topPoints[i][0];
|
|
botPoints[i][1] = topPoints[i][1];
|
|
}
|
|
|
|
vec3_t tp[3];
|
|
for(int j = 0; j < 3; j++)
|
|
VectorCopy(topPoints[j], tp[j]);
|
|
|
|
for(i = 0; i < nSteps; i++)
|
|
{
|
|
scene::Node& brush = Build_Get_BoundingCube_Selective(vBot, vTop, "textures/common/caulk", bFacesUse);
|
|
|
|
for(int j = 0; j < 3; j++)
|
|
tp[j][2] = vTop[2];
|
|
|
|
AddFaceWithTexture(brush, tp[2], tp[1], tp[0], mainTexture, FALSE);
|
|
|
|
AddFaceWithTexture(brush, centre, botPoints[i+1], topPoints[i+1], "textures/common/caulk", FALSE);
|
|
AddFaceWithTexture(brush, centre, topPoints[i], botPoints[i], riserTex, FALSE);
|
|
|
|
Node_getTraversable(GetWorldspawn())->insert(brush);
|
|
|
|
vTop[2] += height;
|
|
vBot[2] += height;
|
|
}
|
|
|
|
delete[] topPoints;
|
|
delete[] botPoints;
|
|
|
|
vMin[2] += height;
|
|
vMax[2] += height;
|
|
MakeBevel(vMin, vMax);
|
|
}
|