netradiant-custom/contrib/bobtoolz/misc.cpp
2022-10-27 09:10:31 +03:00

345 lines
7.4 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 "misc.h"
#include <list>
#include "str.h"
#include "DPoint.h"
#include "DPlane.h"
#include "DBrush.h"
#include "DEPair.h"
#include "DPatch.h"
#include "DEntity.h"
#include "funchandlers.h"
#if defined ( POSIX )
#include <sys/types.h>
#include <unistd.h>
#endif
#include "iundo.h"
#include "ientity.h"
#include "iscenegraph.h"
#include "qerplugin.h"
#include <vector>
#include <list>
#include <map>
#include <algorithm>
#include "scenelib.h"
/*==========================
Global Vars
==========================*/
//HANDLE bsp_process;
char g_CurrentTexture[256] = "";
//=============================================================
//=============================================================
void ReadCurrentTexture(){
const char* textureName = GlobalRadiant().TextureBrowser_getSelectedShader();
strcpy( g_CurrentTexture, textureName );
}
const char* GetCurrentTexture(){
ReadCurrentTexture();
return g_CurrentTexture;
}
void MoveBlock( int dir, vec3_t min, vec3_t max, float dist ){
switch ( dir )
{
case MOVE_EAST:
{
min[0] += dist;
max[0] += dist;
break;
}
case MOVE_WEST:
{
min[0] -= dist;
max[0] -= dist;
break;
}
case MOVE_NORTH:
{
min[1] += dist;
max[1] += dist;
break;
}
case MOVE_SOUTH:
{
min[1] -= dist;
max[1] -= dist;
break;
}
}
}
void SetInitialStairPos( int dir, vec3_t min, vec3_t max, float width ){
switch ( dir )
{
case MOVE_EAST:
{
max[0] = min[0] + width;
break;
}
case MOVE_WEST:
{
min[0] = max[0] - width;
break;
}
case MOVE_NORTH:
{
max[1] = min[1] + width;
break;
}
case MOVE_SOUTH:
{
min[1] = max[1] - width;
break;
}
}
}
char* TranslateString( char *buf ){
static char buf2[32768];
std::size_t l = strlen( buf );
char* out = buf2;
for ( std::size_t i = 0; i < l; i++ )
{
if ( buf[i] == '\n' ) {
*out++ = '\r';
*out++ = '\n';
}
else{
*out++ = buf[i];
}
}
*out++ = 0;
return buf2;
}
char* UnixToDosPath( char* path ){
#ifndef WIN32
return path;
#else
for ( char* p = path; *p; p++ )
{
if ( *p == '/' ) {
*p = '\\';
}
}
return path;
#endif
}
const char* ExtractFilename( const char* path ){
const char* p = strrchr( path, '/' );
if ( !p ) {
p = strrchr( path, '\\' );
if ( !p ) {
return path;
}
}
return ++p;
}
extern char* PLUGIN_NAME;
/*char* GetGameFilename(char* buffer, const char* filename)
{
strcpy(buffer, g_FuncTable.m_pfnGetGamePath());
char* p = strrchr(buffer, '/');
*++p = '\0';
strcat(buffer, filename);
buffer = UnixToDosPath(buffer);
return buffer;
}*/
#include "commandlib.h"
void StartBSP(){
char exename[256];
GetFilename( exename, "q3map" );
UnixToDosPath( exename ); // do we want this done in linux version?
char mapname[256];
const char *pn = GlobalRadiant().getMapsPath();
strcpy( mapname, pn );
strcat( mapname, "/ac_prt.map" );
UnixToDosPath( mapname );
char command[1024];
sprintf( command, "%s -nowater -fulldetail %s", exename, mapname );
Q_Exec( NULL, command, NULL, false, true );
}
class EntityWriteMiniPrt
{
mutable DEntity world;
FILE* pFile;
std::list<Str>* exclusionList;
public:
EntityWriteMiniPrt( FILE* pFile, std::list<Str>* exclusionList )
: pFile( pFile ), exclusionList( exclusionList ){
}
void operator()( scene::Instance& instance ) const {
const char* classname = Node_getEntity( instance.path().top() )->getClassName();
if ( !strcmp( classname, "worldspawn" ) ) {
world.LoadFromEntity( instance.path().top(), false );
world.RemoveNonCheckBrushes( exclusionList, true );
world.SaveToFile( pFile );
}
else if ( strstr( classname, "info_" ) ) {
world.ClearBrushes();
world.ClearEPairs();
world.LoadEPairList( Node_getEntity( instance.path().top() ) );
world.SaveToFile( pFile );
}
}
};
void BuildMiniPrt( std::list<Str>* exclusionList ){
// yes, we could just use -fulldetail option, but, as SPOG said
// it'd be faster without all the hint, donotenter etc textures and
// doors, etc
char buffer[128];
const char *pn = GlobalRadiant().getMapsPath();
strcpy( buffer, pn );
strcat( buffer, "/ac_prt.map" );
FILE* pFile = fopen( buffer, "w" );
// ahem, thx rr2
if ( !pFile ) {
return;
}
Scene_forEachEntity( EntityWriteMiniPrt( pFile, exclusionList ) );
fclose( pFile );
StartBSP();
}
class EntityFindByKeyValue
{
const char* m_key;
const char* m_value;
public:
mutable const scene::Path* result;
EntityFindByKeyValue( const char* key, const char* value )
: m_key( key ), m_value( value ), result( 0 ){
}
void operator()( scene::Instance& instance ) const {
if ( result == 0 ) {
const char* value = Node_getEntity( instance.path().top() )->getKeyValue( m_key );
if ( !strcmp( value, m_value ) ) {
result = &instance.path();
}
}
}
};
const scene::Path* FindEntityFromTarget( const char* target ){
return Scene_forEachEntity( EntityFindByKeyValue( "target", target ) ).result;
}
const scene::Path* FindEntityFromTargetname( const char* targetname ){
return Scene_forEachEntity( EntityFindByKeyValue( "targetname", targetname ) ).result;
}
void FillDefaultTexture( _QERFaceData* faceData, vec3_t va, vec3_t vb, vec3_t vc, const char* texture ){
faceData->m_texdef.rotate = 0;
faceData->m_texdef.scale[0] = 0.5;
faceData->m_texdef.scale[1] = 0.5;
faceData->m_texdef.shift[0] = 0;
faceData->m_texdef.shift[1] = 0;
faceData->contents = 0;
faceData->flags = 0;
faceData->value = 0;
if ( *texture ) {
faceData->m_shader = texture;
}
else{
faceData->m_shader = "textures/common/caulk";
}
VectorCopy( va, faceData->m_p0 );
VectorCopy( vb, faceData->m_p1 );
VectorCopy( vc, faceData->m_p2 );
}
float Determinant3x3( float a1, float a2, float a3,
float b1, float b2, float b3,
float c1, float c2, float c3 ){
return a1 * ( b2 * c3 - b3 * c2 ) - a2 * ( b1 * c3 - b3 * c1 ) + a3 * ( b1 * c2 - b2 * c1 );
}
bool GetEntityCentre( const char* entityKey, bool keyIsTarget, vec3_t centre ){
const scene::Path* ent = keyIsTarget
? FindEntityFromTarget( entityKey )
: FindEntityFromTargetname( entityKey );
if ( !ent ) {
return false;
}
scene::Instance& instance = *GlobalSceneGraph().find( *ent );
VectorCopy( instance.worldAABB().origin, centre );
return true;
}
vec_t Min( vec_t a, vec_t b ){
if ( a < b ) {
return a;
}
return b;
}
void MakeNormal( const vec_t* va, const vec_t* vb, const vec_t* vc, vec_t* out ) {
vec3_t v1, v2;
VectorSubtract( va, vb, v1 );
VectorSubtract( vc, vb, v2 );
CrossProduct( v1, v2, out );
}
char* GetFilename( char* buffer, const char* filename ) {
strcpy( buffer, GlobalRadiant().getAppPath() );
strcat( buffer, "plugins/" );
strcat( buffer, filename );
return buffer;
}