netradiant-custom/contrib/bobtoolz/shapes.cpp
2021-03-24 00:25:15 +03:00

720 lines
20 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "shapes.h"
#include <list>
#include "DPoint.h"
#include "DPlane.h"
#include "str.h"
#include "misc.h"
#include "funchandlers.h"
#include "iundo.h"
#include "ishaders.h"
#include "ientity.h"
#include "ieclass.h"
#include "ipatch.h"
#include "qerplugin.h"
#include <vector>
#include <list>
#include <map>
#include <algorithm>
#include <time.h>
#include "scenelib.h"
#include "texturelib.h"
//#include "dialogs-gtk.h"
/************************
Cube Diagram
************************/
/*
7 ----- 5
/| /|
/ | / |
/ | / |
4 ----- 6 |
| 2|_|___|8
| / | /
| / | / ----> WEST, definitely
||/ | /
1|_____|/3
*/
/************************
Global Variables
************************/
vec3_t g_Origin = {0.0f, 0.0f, 0.0f};
extern bool bFacesAll[];
/************************
Helper Functions
************************/
float Deg2Rad( float angle ){
return (float)( angle * Q_PI / 180 );
}
void AddFaceWithTexture( scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail ){
_QERFaceData faceData;
FillDefaultTexture( &faceData, va, vb, vc, texture );
if ( detail ) {
faceData.contents |= FACE_DETAIL;
}
GlobalBrushCreator().Brush_addFace( brush, faceData );
}
void AddFaceWithTextureScaled( scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc,
const char* texture, bool bVertScale, bool bHorScale,
float minX, float minY, float maxX, float maxY ){
qtexture_t* pqtTexInfo;
// TTimo: there used to be a call to pfnHasShader here
// this was not necessary. In Radiant everything is shader.
// If a texture doesn't have a shader script, a default shader object is used.
// The IShader object was leaking also
// collect texture info: sizes, etc
IShader* i = GlobalShaderSystem().getShaderForName( texture );
pqtTexInfo = i->getTexture(); // shader width/height doesn't come out properly
if ( pqtTexInfo ) {
float scale[2] = {0.5f, 0.5f};
float shift[2] = {0, 0};
if ( bHorScale ) {
float width = maxX - minX;
scale[0] = width / pqtTexInfo->width;
shift[0] = -(float)( (int)maxX % (int)width ) / scale[0];
}
if ( bVertScale ) {
float height = maxY - minY;
scale[1] = height / pqtTexInfo->height;
shift[1] = (float)( (int)minY % (int)height ) / scale[1];
}
_QERFaceData addFace;
FillDefaultTexture( &addFace, va, vb, vc, texture );
addFace.m_texdef.scale[0] = scale[0];
addFace.m_texdef.scale[1] = scale[1];
addFace.m_texdef.shift[0] = shift[0];
addFace.m_texdef.shift[1] = shift[1];
GlobalBrushCreator().Brush_addFace( brush, addFace );
}
else
{
// shouldn't even get here, as default missing texture should be returned if
// texture doesn't exist, but just in case
AddFaceWithTexture( brush, va, vb, vc, texture, false );
globalErrorStream() << "BobToolz::Invalid Texture Name-> " << texture;
}
// the IShader is not kept referenced, DecRef it
i->DecRef();
}
/************************
--Main Functions--
************************/
void Build_Wedge( int dir, vec3_t min, vec3_t max, bool bUp ){
NodeSmartReference newBrush( GlobalBrushCreator().createBrush() );
vec3_t v1, v2, v3, v5, v6, v7, v8;
VectorCopy( min, v1 );
VectorCopy( min, v2 );
VectorCopy( min, v3 );
VectorCopy( max, v5 );
VectorCopy( max, v6 );
VectorCopy( max, v7 );
VectorCopy( max, v8 );
v2[0] = max[0];
v3[1] = max[1];
v6[0] = min[0];
v7[1] = min[1];
v8[2] = min[2];
if ( bUp ) {
if ( dir != MOVE_EAST ) {
AddFaceWithTexture( newBrush, v1, v3, v6, "textures/common/caulk", false );
}
if ( dir != MOVE_WEST ) {
AddFaceWithTexture( newBrush, v7, v5, v8, "textures/common/caulk", false );
}
if ( dir != MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v1, v7, v2, "textures/common/caulk", false );
}
if ( dir != MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v3, v8, v6, "textures/common/caulk", false );
}
AddFaceWithTexture( newBrush, v1, v2, v3, "textures/common/caulk", false );
if ( dir == MOVE_EAST ) {
AddFaceWithTexture( newBrush, v1, v3, v5, "textures/common/caulk", false );
}
if ( dir == MOVE_WEST ) {
AddFaceWithTexture( newBrush, v2, v6, v8, "textures/common/caulk", false );
}
if ( dir == MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v1, v6, v5, "textures/common/caulk", false );
}
if ( dir == MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v7, v3, v8, "textures/common/caulk", false );
}
}
else
{
if ( dir != MOVE_WEST ) {
AddFaceWithTexture( newBrush, v7, v5, v8, "textures/common/caulk", false );
}
if ( dir != MOVE_EAST ) {
AddFaceWithTexture( newBrush, v1, v3, v6, "textures/common/caulk", false );
}
if ( dir != MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v3, v8, v6, "textures/common/caulk", false );
}
if ( dir != MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v1, v7, v2, "textures/common/caulk", false );
}
AddFaceWithTexture( newBrush, v6, v5, v7, "textures/common/caulk", false );
if ( dir == MOVE_WEST ) {
AddFaceWithTexture( newBrush, v1, v5, v3, "textures/common/caulk", false );
}
if ( dir == MOVE_EAST ) {
AddFaceWithTexture( newBrush, v2, v8, v6, "textures/common/caulk", false );
}
if ( dir == MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v1, v5, v6, "textures/common/caulk", false );
}
if ( dir == MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v7, v8, v3, "textures/common/caulk", false );
}
}
Node_getTraversable( GlobalRadiant().getMapWorldEntity() )->insert( newBrush );
}
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
void Build_StairStep_Wedge( int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail ){
NodeSmartReference newBrush( GlobalBrushCreator().createBrush() );
//----- Build Outer Bounds ---------
vec3_t v1, v2, v3, v5, v6, v7, v8;
VectorCopy( min, v1 );
VectorCopy( min, v2 );
VectorCopy( min, v3 );
VectorCopy( max, v5 );
VectorCopy( max, v6 );
VectorCopy( max, v7 );
VectorCopy( max, v8 );
v2[0] = max[0];
v3[1] = max[1];
v6[0] = min[0];
v7[1] = min[1];
v8[2] = min[2];
//v8 needed this time, becoz of sloping faces (2-4-6-8)
//----------------------------------
AddFaceWithTexture( newBrush, v6, v5, v7, mainTexture, detail );
if ( dir != MOVE_EAST ) {
if ( dir == MOVE_WEST ) {
AddFaceWithTexture( newBrush, v5, v2, v7, riserTexture, detail );
}
else{
AddFaceWithTexture( newBrush, v5, v2, v7, "textures/common/caulk", detail );
}
}
if ( dir != MOVE_WEST ) {
if ( dir == MOVE_EAST ) {
AddFaceWithTexture( newBrush, v1, v3, v6, riserTexture, detail );
}
else{
AddFaceWithTexture( newBrush, v1, v3, v6, "textures/common/caulk", detail );
}
}
if ( dir != MOVE_NORTH ) {
if ( dir == MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v3, v5, v6, riserTexture, detail );
}
else{
AddFaceWithTexture( newBrush, v3, v5, v6, "textures/common/caulk", detail );
}
}
if ( dir != MOVE_SOUTH ) {
if ( dir == MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v1, v7, v2, riserTexture, detail );
}
else{
AddFaceWithTexture( newBrush, v1, v7, v2, "textures/common/caulk", detail );
}
}
if ( dir == MOVE_EAST ) {
AddFaceWithTexture( newBrush, v1, v5, v3, "textures/common/caulk", detail );
}
if ( dir == MOVE_WEST ) {
AddFaceWithTexture( newBrush, v2, v8, v6, "textures/common/caulk", detail );
}
if ( dir == MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v1, v5, v6, "textures/common/caulk", detail );
}
if ( dir == MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v7, v8, v3, "textures/common/caulk", detail );
}
Node_getTraversable( GlobalRadiant().getMapWorldEntity() )->insert( newBrush );
}
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
// internal use only, to get a box without finishing construction
scene::Node& Build_Get_BoundingCube_Selective( vec3_t min, vec3_t max, char* texture, bool* useFaces ){
NodeSmartReference newBrush( GlobalBrushCreator().createBrush() );
//----- Build Outer Bounds ---------
vec3_t v1, v2, v3, v5, v6, v7;
VectorCopy( min, v1 );
VectorCopy( min, v2 );
VectorCopy( min, v3 );
VectorCopy( max, v5 );
VectorCopy( max, v6 );
VectorCopy( max, v7 );
v2[0] = max[0];
v3[1] = max[1];
v6[0] = min[0];
v7[1] = min[1];
//----------------------------------
//----- Add Six Cube Faces ---------
if ( useFaces[0] ) {
AddFaceWithTexture( newBrush, v1, v2, v3, texture, false );
}
if ( useFaces[1] ) {
AddFaceWithTexture( newBrush, v1, v3, v6, texture, false );
}
if ( useFaces[2] ) {
AddFaceWithTexture( newBrush, v1, v7, v2, texture, false );
}
if ( useFaces[3] ) {
AddFaceWithTexture( newBrush, v5, v6, v3, texture, false );
}
if ( useFaces[4] ) {
AddFaceWithTexture( newBrush, v5, v2, v7, texture, false );
}
if ( useFaces[5] ) {
AddFaceWithTexture( newBrush, v5, v7, v6, texture, false );
}
//----------------------------------
return newBrush;
}
scene::Node& Build_Get_BoundingCube( vec3_t min, vec3_t max, char* texture ){
return Build_Get_BoundingCube_Selective( min, max, texture, bFacesAll );
}
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
void Build_StairStep( vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction ){
NodeSmartReference newBrush( GlobalBrushCreator().createBrush() );
//----- Build Outer Bounds ---------
vec3_t v1, v2, v3, v5, v6, v7;
VectorCopy( min, v1 );
VectorCopy( min, v2 );
VectorCopy( min, v3 );
VectorCopy( max, v5 );
VectorCopy( max, v6 );
VectorCopy( max, v7 );
v2[0] = max[0];
v3[1] = max[1];
v6[0] = min[0];
v7[1] = min[1];
//----------------------------------
AddFaceWithTexture( newBrush, v6, v5, v7, mainTexture, false );
// top gets current texture
if ( direction == MOVE_EAST ) {
AddFaceWithTexture( newBrush, v1, v3, v6, riserTexture, false );
}
else{
AddFaceWithTexture( newBrush, v1, v3, v6, "textures/common/caulk", false );
}
// west facing side, etc...
if ( direction == MOVE_NORTH ) {
AddFaceWithTexture( newBrush, v1, v7, v2, riserTexture, false );
}
else{
AddFaceWithTexture( newBrush, v1, v7, v2, "textures/common/caulk", false );
}
if ( direction == MOVE_SOUTH ) {
AddFaceWithTexture( newBrush, v3, v5, v6, riserTexture, false );
}
else{
AddFaceWithTexture( newBrush, v3, v5, v6, "textures/common/caulk", false );
}
if ( direction == MOVE_WEST ) {
AddFaceWithTexture( newBrush, v7, v5, v2, riserTexture, false );
}
else{
AddFaceWithTexture( newBrush, v7, v5, v2, "textures/common/caulk", false );
}
AddFaceWithTexture( newBrush, v1, v2, v3, "textures/common/caulk", false );
// base is caulked
Node_getTraversable( GlobalRadiant().getMapWorldEntity() )->insert( newBrush );
// finish brush
}
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
void BuildDoorsX2( vec3_t min, vec3_t max,
bool bSclMainHor, bool bSclMainVert,
bool bSclTrimHor, bool bSclTrimVert,
const char* mainTexture, const char* trimTexture,
int direction ){
int xy;
if ( direction == 0 ) {
xy = 0;
}
else{
xy = 1;
}
//----- Build Outer Bounds ---------
vec3_t v1, v2, v3, v5, v6, v7, ve_1, ve_2, ve_3;
VectorCopy( min, v1 );
VectorCopy( min, v2 );
VectorCopy( min, v3 );
VectorCopy( max, v5 );
VectorCopy( max, v6 );
VectorCopy( max, v7 );
v2[0] = max[0];
v3[1] = max[1];
v6[0] = min[0];
v7[1] = min[1];
float width = ( max[xy] - min[xy] ) / 2;
if ( direction == 0 ) {
VectorCopy( v1, ve_1 );
VectorCopy( v3, ve_2 );
VectorCopy( v6, ve_3 );
}
else
{
VectorCopy( v7, ve_1 );
VectorCopy( v1, ve_2 );
VectorCopy( v2, ve_3 );
}
ve_1[xy] += width;
ve_2[xy] += width;
ve_3[xy] += width;
//----------------------------------
NodeSmartReference newBrush1( GlobalBrushCreator().createBrush() );
NodeSmartReference newBrush2( GlobalBrushCreator().createBrush() );
AddFaceWithTexture( newBrush1, v1, v2, v3, "textures/common/caulk", false );
AddFaceWithTexture( newBrush1, v5, v7, v6, "textures/common/caulk", false );
AddFaceWithTexture( newBrush2, v1, v2, v3, "textures/common/caulk", false );
AddFaceWithTexture( newBrush2, v5, v7, v6, "textures/common/caulk", false );
if ( direction == 0 ) {
AddFaceWithTexture( newBrush1, v1, v3, v6, "textures/common/caulk", false );
AddFaceWithTexture( newBrush2, v5, v2, v7, "textures/common/caulk", false );
}
else
{
AddFaceWithTexture( newBrush1, v1, v7, v2, "textures/common/caulk", false );
AddFaceWithTexture( newBrush2, v5, v6, v3, "textures/common/caulk", false );
}
if ( direction == 0 ) {
AddFaceWithTextureScaled( newBrush1, v1, v7, v2, mainTexture, bSclMainVert, bSclMainHor,
min[0], min[2], max[0], max[2] );
AddFaceWithTextureScaled( newBrush1, v5, v6, v3, mainTexture, bSclMainVert, bSclMainHor,
max[0], min[2], min[0], max[2] );
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] );
}
//----------------------------------
EntityClass* doorClass = GlobalEntityClassManager().findOrInsert( "func_door", true );
NodeSmartReference pEDoor1( GlobalEntityCreator().createEntity( doorClass ) );
NodeSmartReference pEDoor2( GlobalEntityCreator().createEntity( doorClass ) );
if ( direction == 0 ) {
Node_getEntity( pEDoor1 )->setKeyValue( "angle", "180" );
Node_getEntity( pEDoor2 )->setKeyValue( "angle", "360" );
}
else
{
Node_getEntity( pEDoor1 )->setKeyValue( "angle", "270" );
Node_getEntity( pEDoor2 )->setKeyValue( "angle", "90" );
}
srand( (unsigned)time( NULL ) );
char teamname[256];
sprintf( teamname, "t%i", rand() );
Node_getEntity( pEDoor1 )->setKeyValue( "team", teamname );
Node_getEntity( pEDoor2 )->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() );
GlobalPatchCreator().Patch_resize( patch, 3, 3 );
GlobalPatchCreator().Patch_setShader( patch, "textures/common/caulk" );
PatchControlMatrix matrix = GlobalPatchCreator().Patch_getControlPoints( patch );
vec3_t x_3, y_3, z_3;
x_3[0] = vMin[0]; x_3[1] = vMin[0]; x_3[2] = vMax[0];
y_3[0] = vMin[1]; y_3[1] = vMax[1]; y_3[2] = vMax[1];
z_3[0] = vMin[2]; z_3[1] = ( vMax[2] + vMin[2] ) / 2; z_3[2] = vMax[2];
/*
x_3[0] = 0; x_3[1] = 0; x_3[2] = 64;
y_3[0] = 0; y_3[1] = 64; y_3[2] = 64;
z_3[0] = 0; z_3[1] = 32; z_3[2] = 64;*/
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 3; j++ )
{
PatchControl& p = matrix( i, j );
p.m_vertex[0] = x_3[i];
p.m_vertex[1] = y_3[i];
p.m_vertex[2] = z_3[j];
}
}
//does invert the matrix, else the patch face is on wrong side.
for ( int i = 0 ; i < 3 ; i++ )
{
for ( int j = 0; j < 1; j++ )
{
PatchControl& p = matrix( i,2 - j );
PatchControl& q = matrix( i, j );
std::swap( p.m_vertex, q.m_vertex );
//std::swap(p.m_texcoord, q.m_texcoord);
}
}
GlobalPatchCreator().Patch_controlPointsChanged( patch );
//TODO - the patch has textures weird, patchmanip.h has all function it needs.. lots of duplicate code..
//NaturalTexture(patch);
Node_getTraversable( GlobalRadiant().getMapWorldEntity() )->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++ )
{
NodeSmartReference brush( GlobalBrushCreator().createBrush() );
vec3_t v1, v2, v3, v5, v6, v7;
VectorCopy( vBot, v1 );
VectorCopy( vBot, v2 );
VectorCopy( vBot, v3 );
VectorCopy( vTop, v5 );
VectorCopy( vTop, v6 );
VectorCopy( vTop, v7 );
v2[0] = vTop[0];
v3[1] = vTop[1];
v6[0] = vBot[0];
v7[1] = vBot[1];
AddFaceWithTexture( brush, v1, v2, v3, "textures/common/caulk", false );
AddFaceWithTexture( brush, v1, v3, v6, "textures/common/caulk", false );
AddFaceWithTexture( brush, v5, v6, v3, "textures/common/caulk", false );
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( GlobalRadiant().getMapWorldEntity() )->insert( brush );
vTop[2] += height;
vBot[2] += height;
}
delete[] topPoints;
delete[] botPoints;
vMin[2] += height;
vMax[2] += height;
MakeBevel( vMin, vMax );
}