Radiant:
binds... * tex bro: left double click loads directory, containing active shader + focuses on it right double click loads 'common' directory misc... * shader editor gets focus after been hidden behind main window and called again * patch thicken: significantly more fail safe; correct handling of cycled patches * fix: was parsing vfs twice; pk3s were being opened twice during runtime * fix: shortcuts work after startup (plugins bar buttons were stealing focus)
This commit is contained in:
parent
86023af46c
commit
f6b9708d07
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@ -839,6 +839,7 @@ static void DoGtkTextEditor( const char* filename, guint cursorpos, int length )
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// trying to show later
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gtk_widget_show( text_editor );
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gtk_window_present( GTK_WINDOW( text_editor ) );
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#ifdef WIN32
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process_gui();
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@ -2778,31 +2778,31 @@ void Patch::BuildVertexArray(){
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}
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Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2, double thickness)
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Vector3 getAverageNormal(const Vector3& normal1, const Vector3& normal2)
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{
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// Beware of normals with 0 length
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if ( ( fabs( normal1[0] ) + fabs( normal1[1] ) + fabs( normal1[2] ) ) == 0 ) return normal2;
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if ( ( fabs( normal2[0] ) + fabs( normal2[1] ) + fabs( normal2[2] ) ) == 0) return normal1;
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if ( vector3_length_squared( normal1 ) == 0 ) return normal2;
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if ( vector3_length_squared( normal2 ) == 0 ) return normal1;
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// Both normals have length > 0
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Vector3 n1 = vector3_normalised( normal1 );
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Vector3 n2 = vector3_normalised( normal2 );
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//Vector3 n1 = vector3_normalised( normal1 );
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//Vector3 n2 = vector3_normalised( normal2 );
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// Get the angle bisector
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Vector3 normal = vector3_normalised (n1 + n2);
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if( vector3_length_squared( normal1 + normal2 ) == 0 ) return normal1;
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Vector3 normal = vector3_normalised (normal1 + normal2);
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// Now calculate the length correction out of the angle
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// of the two normals
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/* float factor = cos(n1.angle(n2) * 0.5); */
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float factor = (float) vector3_dot( n1, n2 );
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float factor = (float) vector3_dot( normal1, normal2 );
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if ( factor > 1.0 ) factor = 1;
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if ( factor < -1.0 ) factor = -1;
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factor = acos( factor );
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factor = cos( factor * 0.5 );
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// Stretch the normal to fit the required thickness
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normal *= thickness;
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// Check for div by zero (if the normals are antiparallel)
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// and stretch the resulting normal, if necessary
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if (factor != 0)
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@ -2846,7 +2846,7 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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break;
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}
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//check if certain seams are required
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//check if certain seams are required + cycling in normals calculation is needed
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//( endpoints != startpoints ) - not a cylinder or something
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for (std::size_t col = 0; col < m_width; col++){
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if( vector3_length_squared( sourcePatch.ctrlAt( 0, col ).m_vertex - sourcePatch.ctrlAt( m_height - 1, col ).m_vertex ) > 0.1f ){
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@ -2878,10 +2878,10 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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// The col tangents (empty if 0,0,0)
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Vector3 colTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
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// Are we at the beginning/end of the column?
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if (col == 0 || col == m_width - 1)
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// Are we at the beginning/end of the row? + not cylinder
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if ( (col == 0 || col == m_width - 1) && !no34 )
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{
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// Get the next row index
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// Get the next col index
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std::size_t nextCol = (col == m_width - 1) ? (col - 1) : (col + 1);
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const PatchControl& colNeighbour = sourcePatch.ctrlAt(row, nextCol);
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@ -2890,13 +2890,29 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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colTangent[0] = colNeighbour.m_vertex - curCtrl.m_vertex;
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// Reverse it if we're at the end of the column
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colTangent[0] *= (col == m_width - 1) ? -1 : +1;
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//normalize
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if ( vector3_length_squared( colTangent[0] ) != 0 ) vector3_normalise( colTangent[0] );
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}
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// We are in between, two tangents can be calculated
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else
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{
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// Take two neighbouring vertices that should form a line segment
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const PatchControl& neighbour1 = sourcePatch.ctrlAt(row, col+1);
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const PatchControl& neighbour2 = sourcePatch.ctrlAt(row, col-1);
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std::size_t nextCol, prevCol;
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if( col == 0 ){
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nextCol = col+1;
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prevCol = m_width-2;
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}
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else if( col == m_width - 1 ){
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nextCol = 1;
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prevCol = col-1;
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}
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else{
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nextCol = col+1;
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prevCol = col-1;
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}
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const PatchControl& neighbour1 = sourcePatch.ctrlAt(row, nextCol);
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const PatchControl& neighbour2 = sourcePatch.ctrlAt(row, prevCol);
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// Calculate both available tangents
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colTangent[0] = neighbour1.m_vertex - curCtrl.m_vertex;
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@ -2905,10 +2921,13 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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// Reverse the second one
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colTangent[1] *= -1;
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//normalize b4 stuff
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if ( vector3_length_squared( colTangent[0] ) != 0 ) vector3_normalise( colTangent[0] );
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if ( vector3_length_squared( colTangent[1] ) != 0 ) vector3_normalise( colTangent[1] );
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// Cull redundant tangents (parallel)
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if ( ( fabs( colTangent[1][0] + colTangent[0][0] ) + fabs( colTangent[1][1] + colTangent[0][1] ) + fabs( colTangent[1][2] + colTangent[0][2] ) ) < 0.00001 ||
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( fabs( colTangent[1][0] - colTangent[0][0] ) + fabs( colTangent[1][1] - colTangent[0][1] ) + fabs( colTangent[1][2] - colTangent[0][2] ) ) < 0.00001 )
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{
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if ( vector3_length_squared( colTangent[1] + colTangent[0] ) == 0 ||
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vector3_length_squared( colTangent[1] - colTangent[0] ) == 0 ){
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colTangent[1] = Vector3(0,0,0);
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}
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}
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@ -2917,7 +2936,7 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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Vector3 rowTangent[2] = { Vector3(0,0,0), Vector3(0,0,0) };
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// Are we at the beginning or the end?
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if (row == 0 || row == m_height - 1)
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if ( (row == 0 || row == m_height - 1) && !no12 )
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{
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// Yes, only calculate one row tangent
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// Get the next row index
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@ -2929,12 +2948,27 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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rowTangent[0] = rowNeighbour.m_vertex - curCtrl.m_vertex;
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// Reverse it accordingly
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rowTangent[0] *= (row == m_height - 1) ? -1 : +1;
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//normalize
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if ( vector3_length_squared( rowTangent[0] ) != 0 ) vector3_normalise( rowTangent[0] );
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}
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else
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{
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// Two tangents to calculate
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const PatchControl& rowNeighbour1 = sourcePatch.ctrlAt(row + 1, col);
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const PatchControl& rowNeighbour2 = sourcePatch.ctrlAt(row - 1, col);
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std::size_t nextRow, prevRow;
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if( row == 0 ){
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nextRow = row+1;
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prevRow = m_height-2;
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}
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else if( row == m_height - 1 ){
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nextRow = 1;
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prevRow = row-1;
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}
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else{
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nextRow = row+1;
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prevRow = row-1;
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}
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const PatchControl& rowNeighbour1 = sourcePatch.ctrlAt(nextRow, col);
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const PatchControl& rowNeighbour2 = sourcePatch.ctrlAt(prevRow, col);
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// First tangent
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rowTangent[0] = rowNeighbour1.m_vertex - curCtrl.m_vertex;
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@ -2943,47 +2977,109 @@ void Patch::createThickenedOpposite(const Patch& sourcePatch,
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// Reverse the second one
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rowTangent[1] *= -1;
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// Cull redundant tangents
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if ( ( fabs( rowTangent[1][0] + rowTangent[0][0] ) + fabs( rowTangent[1][1] + rowTangent[0][1] ) + fabs( rowTangent[1][2] + rowTangent[0][2] ) ) < 0.00001 ||
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( fabs( rowTangent[1][0] - rowTangent[0][0] ) + fabs( rowTangent[1][1] - rowTangent[0][1] ) + fabs( rowTangent[1][2] - rowTangent[0][2] ) ) < 0.00001 )
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{
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//normalize b4 stuff
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if ( vector3_length_squared( rowTangent[0] ) != 0 ) vector3_normalise( rowTangent[0] );
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if ( vector3_length_squared( rowTangent[1] ) != 0 ) vector3_normalise( rowTangent[1] );
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// Cull redundant tangents (parallel)
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if ( vector3_length_squared( rowTangent[1] + rowTangent[0] ) == 0 ||
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vector3_length_squared( rowTangent[1] - rowTangent[0] ) == 0 ){
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rowTangent[1] = Vector3(0,0,0);
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}
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}
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// If two column tangents are available, take the length-corrected average
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if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0)
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{
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// Two column normals to calculate
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Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
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Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[1] ) );
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normal = getAverageNormal(normal1, normal2, thickness);
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// Scale the normal down, as it is multiplied with thickness later on
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normal /= thickness;
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//clean parallel pairs...
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if ( vector3_length_squared( rowTangent[0] + colTangent[0] ) == 0 ||
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vector3_length_squared( rowTangent[0] - colTangent[0] ) == 0 ){
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rowTangent[0] = Vector3(0,0,0);
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}
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else
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{
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// One column tangent available, maybe we have a second rowtangent?
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if ( ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0)
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if ( vector3_length_squared( rowTangent[1] + colTangent[1] ) == 0 ||
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vector3_length_squared( rowTangent[1] - colTangent[1] ) == 0 ){
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rowTangent[1] = Vector3(0,0,0);
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}
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if ( vector3_length_squared( rowTangent[0] + colTangent[1] ) == 0 ||
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vector3_length_squared( rowTangent[0] - colTangent[1] ) == 0 ){
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colTangent[1] = Vector3(0,0,0);
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}
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if ( vector3_length_squared( rowTangent[1] + colTangent[0] ) == 0 ||
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vector3_length_squared( rowTangent[1] - colTangent[0] ) == 0 ){
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rowTangent[1] = Vector3(0,0,0);
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}
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//clean dummies
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if ( vector3_length_squared( colTangent[0] ) == 0 ){
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colTangent[0] = colTangent[1];
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colTangent[1] = Vector3(0,0,0);
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}
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if ( vector3_length_squared( rowTangent[0] ) == 0 ){
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rowTangent[0] = rowTangent[1];
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rowTangent[1] = Vector3(0,0,0);
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}
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if( vector3_length_squared( rowTangent[0] ) == 0 || vector3_length_squared( colTangent[0] ) == 0 ){
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normal = extrudeAxis;
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}
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else{
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// If two column + two row tangents are available, take the length-corrected average
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if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0 &&
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( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0 )
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{
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// Two row normals to calculate
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// Two column normals to calculate
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Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
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Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[0] ) );
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Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[1] ) );
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normal = getAverageNormal(normal1, normal2, thickness);
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normal = getAverageNormal(normal1, normal2);
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/*globalOutputStream() << "0\n";
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globalOutputStream() << normal1 << "\n";
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globalOutputStream() << normal2 << "\n";
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globalOutputStream() << normal << "\n";*/
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}
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// If two column tangents are available, take the length-corrected average
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else if ( ( fabs( colTangent[1][0] ) + fabs( colTangent[1][1] ) + fabs( colTangent[1][2] ) ) > 0)
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{
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// Two column normals to calculate
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Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
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Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[1] ) );
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normal = getAverageNormal(normal1, normal2);
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/*globalOutputStream() << "1\n";
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globalOutputStream() << normal1 << "\n";
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globalOutputStream() << normal2 << "\n";
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globalOutputStream() << normal << "\n";*/
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// Scale the normal down, as it is multiplied with thickness later on
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normal /= thickness;
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}
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else
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{
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if ( vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) > 0 ){
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normal = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
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// One column tangent available, maybe we have a second rowtangent?
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if ( ( fabs( rowTangent[1][0] ) + fabs( rowTangent[1][1] ) + fabs( rowTangent[1][2] ) ) > 0)
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{
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// Two row normals to calculate
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Vector3 normal1 = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
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Vector3 normal2 = vector3_normalised( vector3_cross( rowTangent[1], colTangent[0] ) );
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normal = getAverageNormal(normal1, normal2);
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/*globalOutputStream() << "2\n";
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globalOutputStream() << rowTangent[0] << "\n";
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globalOutputStream() << colTangent[0] << "\n";
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globalOutputStream() << vector3_cross( rowTangent[0], colTangent[0]) << "\n";
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globalOutputStream() << normal1 << "\n";
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globalOutputStream() << normal2 << "\n";
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globalOutputStream() << normal << "\n";*/
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}
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else{
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normal = extrudeAxis;
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else
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{
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if ( vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) > 0 ){
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normal = vector3_normalised( vector3_cross( rowTangent[0], colTangent[0] ) );
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/*globalOutputStream() << "3\n";
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globalOutputStream() << (float)vector3_length_squared( vector3_cross( rowTangent[0], colTangent[0] ) ) << "\n";
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globalOutputStream() << normal << "\n";*/
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}
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else{
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normal = extrudeAxis;
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}
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}
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}
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}
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@ -82,7 +82,11 @@ inline GtkToolbarChildType gtktoolbarchildtype_for_toolbarbuttontype( IToolbarBu
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}
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void toolbar_insert( GtkToolbar *toolbar, const char* icon, const char* text, const char* tooltip, IToolbarButton::EType type, GtkSignalFunc handler, gpointer data ){
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gtk_toolbar_append_element( toolbar, gtktoolbarchildtype_for_toolbarbuttontype( type ), 0, text, tooltip, "", GTK_WIDGET( new_plugin_image( icon ) ), handler, data );
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GtkWidget* widget = gtk_toolbar_append_element( toolbar, gtktoolbarchildtype_for_toolbarbuttontype( type ), 0, text, tooltip, "", GTK_WIDGET( new_plugin_image( icon ) ), handler, data );
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if( type != IToolbarButton::eSpace ){
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GTK_WIDGET_UNSET_FLAGS( widget, GTK_CAN_FOCUS );
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GTK_WIDGET_UNSET_FLAGS( widget, GTK_CAN_DEFAULT );
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}
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}
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void ActivateToolbarButton( GtkWidget *widget, gpointer data ){
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@ -83,7 +83,7 @@ void QE_InitVFS(){
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// if we have a mod dir
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if ( !string_equal( gamename, basegame ) ) {
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// ~/.<gameprefix>/<fs_game>
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if ( userRoot ) {
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if ( userRoot && !string_equal( globalRoot, userRoot ) ) {
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StringOutputStream userGamePath( 256 );
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userGamePath << userRoot << gamename << '/';
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GlobalFileSystem().initDirectory( userGamePath.c_str() );
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@ -98,7 +98,7 @@ void QE_InitVFS(){
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}
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// ~/.<gameprefix>/<fs_main>
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if ( userRoot ) {
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if ( userRoot && !string_equal( globalRoot, userRoot ) ) {
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StringOutputStream userBasePath( 256 );
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userBasePath << userRoot << basegame << '/';
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GlobalFileSystem().initDirectory( userBasePath.c_str() );
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@ -1423,8 +1423,9 @@ gboolean TextureBrowser_button_press( GtkWidget* widget, GdkEventButton* event,
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}
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}
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}
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else if ( event->type == GDK_2BUTTON_PRESS ) {
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const char* sh = textureBrowser->shader.c_str();
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else if ( event->type == GDK_2BUTTON_PRESS && event->button == 1 ) {
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CopiedString texName = textureBrowser->shader;
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const char* sh = texName.c_str();
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char* dir = strrchr( sh, '/' );
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if( dir != NULL ){
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*(dir + 1) = '\0';
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@ -1434,12 +1435,13 @@ gboolean TextureBrowser_button_press( GtkWidget* widget, GdkEventButton* event,
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if( *dir != '\0'){
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ScopeDisableScreenUpdates disableScreenUpdates( dir, "Loading Textures" );
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TextureBrowser_ShowDirectory( *textureBrowser, dir );
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TextureBrowser_Focus( *textureBrowser, textureBrowser->shader.c_str() );
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TextureBrowser_queueDraw( *textureBrowser );
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}
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}
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}
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}
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else if ( event->type == GDK_3BUTTON_PRESS ) {
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else if ( event->type == GDK_2BUTTON_PRESS && event->button == 3 ) {
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ScopeDisableScreenUpdates disableScreenUpdates( TextureBrowser_getComonShadersDir(), "Loading Textures" );
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TextureBrowser_ShowDirectory( *textureBrowser, TextureBrowser_getComonShadersDir() );
|
||||
TextureBrowser_queueDraw( *textureBrowser );
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user