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