-/*\r
-GenSurf plugin for GtkRadiant\r
-Copyright (C) 2001 David Hyde, Loki software and qeradiant.com\r
-\r
-This library is free software; you can redistribute it and/or\r
-modify it under the terms of the GNU Lesser General Public\r
-License as published by the Free Software Foundation; either\r
-version 2.1 of the License, or (at your option) any later version.\r
-\r
-This library is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\r
-Lesser General Public License for more details.\r
-\r
-You should have received a copy of the GNU Lesser General Public\r
-License along with this library; if not, write to the Free Software\r
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\r
-*/\r
-\r
-#define SINGLE\r
-#ifdef SINGLE\r
-#define REAL float\r
-#else /* not SINGLE */\r
-#define REAL double\r
-#endif /* not SINGLE */\r
-\r
-#include <stdlib.h>\r
-#include <stdio.h>\r
-#include <math.h>\r
-#include "gensurf.h"\r
-#include "triangle.h"\r
-\r
-typedef struct\r
-{\r
- float error;\r
- int node;\r
-} TRITABLE;\r
-\r
-double dh, dv;\r
-int NVP1;\r
-\r
-#define Absolute(a) ((a) >= 0.0 ? (a) : -(a))\r
-\r
-void MakeDecimatedMap(int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri)\r
-{\r
- int compare(TRITABLE *, TRITABLE *);\r
- int Bisect(NODE *, int, int, int);\r
- void CalcAngles(NODE *, int *, float *);\r
- void EdgeOnSide(int *, int *, int *);\r
- int tricall(int, NODE *, int *, TRI **, TRI **, char *);\r
- int CheckBorders(int *,int,NODE *,int *,TRI **);\r
-\r
- float biggesterror;\r
- int i, j, N;\r
- int j0, j1, j2;\r
- int NumNodesToSave;\r
- int NumNodesUsed;\r
- NODE *Node;\r
- TRI *Tri;\r
- TRITABLE *TriTable;\r
-\r
- if(Decimate <= 0) return;\r
- /*\r
- ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);\r
- SetCursor(ghCursorCurrent);\r
- */\r
- dh = (Hur-Hll)/NH;\r
- dv = (Vur-Vll)/NV;\r
- NVP1 = NV+1;\r
-\r
- NumNodes[0] = (NH+1)*(NVP1);\r
- *pNode = (NODE *) malloc(NumNodes[0] * sizeof(NODE));\r
- Node = *pNode;\r
- memset(Node,0,NumNodes[0]*sizeof(NODE));\r
-\r
- // Copy [NH][NV] vertex array to our working node array\r
- for(i=0,N=0; i<=NH; i++)\r
- {\r
- for(j=0; j<=NV; j++, N++)\r
- {\r
- Node[N].p[0] = (float)xyz[i][j].p[0];\r
- Node[N].p[1] = (float)xyz[i][j].p[1];\r
- Node[N].p[2] = (float)xyz[i][j].p[2];\r
- Node[N].fixed = xyz[i][j].fixed;\r
- }\r
- }\r
- // Start things off with the corner values\r
- Node[ 0].used = 1;\r
- Node[NV].used = 1;\r
- Node[NH*NVP1].used = 1;\r
- Node[NH*NVP1+NV].used = 1;\r
- NumNodesUsed = 4;\r
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");\r
- Tri = *pTri;\r
-\r
- // Which coordinates are we triangulating on?\r
- switch(Plane)\r
- {\r
- case PLANE_XZ0:\r
- case PLANE_XZ1:\r
- j0 = 1;\r
- j1 = 0;\r
- j2 = 2;\r
- break;\r
- case PLANE_YZ0:\r
- case PLANE_YZ1:\r
- j0 = 0;\r
- j1 = 1;\r
- j2 = 2;\r
- break;\r
- default:\r
- j0 = 2;\r
- j1 = 0;\r
- j2 = 1;\r
- }\r
-\r
- // TriTable stores the largest error in a triangle and the node where that\r
- // error occurs\r
- TriTable = (TRITABLE *) malloc(NH*NV*2 * sizeof(TRITABLE));\r
- NumNodesToSave = min(NumNodes[0], (int)(0.01*(100-Decimate)*(NumNodes[0]-NumNodesUsed)+NumNodesUsed));\r
-\r
- while(NumNodesUsed < NumNodesToSave)\r
- {\r
- for(i=0; i<NumTris[0]; i++)\r
- Tri[i].flag = 0;\r
-\r
- // For every node that's not currently used, find what triangle it\r
- // lies on, and the error at this node\r
- for(i=0, biggesterror=0; i<NumNodes[0]; i++)\r
- {\r
- if(Node[i].used) continue;\r
- for(j=0, Node[i].tri=-1; (j<NumTris[0]) && (Node[i].tri==-1); j++)\r
- {\r
- if( side(Node[i].p[j1], Node[i].p[j2],\r
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],\r
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2]) < 0. ) continue;\r
- if( side(Node[i].p[j1], Node[i].p[j2],\r
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],\r
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2]) < 0. ) continue;\r
- if( side(Node[i].p[j1], Node[i].p[j2],\r
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],\r
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2]) < 0. ) continue;\r
- Node[i].tri = j;\r
- }\r
- if(Node[i].tri < 0)\r
- {\r
- /*\r
- ghCursorCurrent = ghCursorDefault;\r
- SetCursor(ghCursorCurrent);\r
- */\r
- g_FuncTable.m_pfnMessageBox(g_pRadiantWnd,\r
- "Error: Couldn't find the triangle bounding a point.",\r
- "Decimation Error",MB_ICONEXCLAMATION);\r
- return;\r
- }\r
- if(!Tri[Node[i].tri].flag)\r
- {\r
- PlaneFromPoints(Node[Tri[Node[i].tri].v[0]].p,\r
- Node[Tri[Node[i].tri].v[1]].p,\r
- Node[Tri[Node[i].tri].v[2]].p,\r
- &Tri[Node[i].tri].plane);\r
- Tri[Node[i].tri].flag = 1;\r
- }\r
- Node[i].error =\r
- Node[i].p[j0] - (Tri[Node[i].tri].plane.dist -\r
- Tri[Node[i].tri].plane.normal[j1]*Node[i].p[j1] -\r
- Tri[Node[i].tri].plane.normal[j2]*Node[i].p[j2] )/\r
- Tri[Node[i].tri].plane.normal[j0];\r
- biggesterror = max(biggesterror,Absolute(Node[i].error));\r
- }\r
- if(biggesterror == 0)\r
- NumNodesToSave = NumNodesUsed;\r
- else\r
- {\r
- // For all current triangles, build a list of worst-case nodes\r
- memset(TriTable,0,NH*NV*2*sizeof(TRITABLE));\r
- for(i=0; i<NumNodes[0]; i++)\r
- {\r
- if(Node[i].used) continue;\r
- if(Absolute(Node[i].error) > TriTable[Node[i].tri].error)\r
- {\r
- TriTable[Node[i].tri].error = (float)(Absolute(Node[i].error));\r
- TriTable[Node[i].tri].node = i;\r
- }\r
- }\r
- qsort( (void *)TriTable, (size_t)(NumTris[0]), sizeof(TRITABLE), (int (*)(const void *, const void *))compare );\r
- for(i=0; i<NumTris[0] && NumNodesUsed < NumNodesToSave && TriTable[i].error > 0.5*biggesterror; i++)\r
- {\r
- if(Node[TriTable[i].node].used) continue; // shouldn't happen\r
- NumNodesUsed++;\r
- Node[TriTable[i].node].used++;\r
- }\r
- free(Tri);\r
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");\r
- Tri = *pTri;\r
- // Sliver-check along borders. Since borders are often linear, the errors\r
- // along borders will often be zero, so no new points will be added. This\r
- // tends to produce long, thin brushes. For all border triangles, check \r
- // that minimum angle isn't less than SLIVER_ANGLE. If it is, add another\r
- // vertex.\r
- while(CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri) > 0)\r
- {\r
- }\r
- Tri = *pTri;\r
- }\r
- }\r
- free(TriTable);\r
- // One last time (because we're pessimistic), check border triangles\r
-// CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri);\r
-// Tri = *pTri;\r
-\r
- // Check that all fixed points are exact. If not, add them to the mix.\r
- // First check to see if we have any fixed points that aren't already used.\r
- for(i=0, N=0; i<NumNodes[0] && !N; i++)\r
- {\r
- if(Node[i].used) continue;\r
- if(Node[i].fixed) N++;\r
- }\r
- if(N)\r
- {\r
- // Zero out the flag member of all triangles, indicating that\r
- // the plane equation has not been found.\r
- for(i=0; i<NumTris[0]; i++)\r
- Tri[i].flag = 0;\r
-\r
- for(i=0; i<NumNodes[0]; i++)\r
- {\r
- if(Node[i].used) continue;\r
- if(!Node[i].fixed) continue;\r
- Node[i].tri = -1;\r
- for(j=0; j<NumTris[0] && Node[i].tri==-1; j++)\r
- {\r
- if( side(Node[i].p[j1], Node[i].p[j2],\r
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],\r
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2]) < 0. ) continue;\r
- if( side(Node[i].p[j1], Node[i].p[j2],\r
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],\r
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2]) < 0. ) continue;\r
- if( side(Node[i].p[j1], Node[i].p[j2],\r
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],\r
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2]) < 0. ) continue;\r
- Node[i].tri = j;\r
- }\r
- if(Node[i].tri < 0)\r
- {\r
- /*\r
- ghCursorCurrent = ghCursorDefault;\r
- SetCursor(ghCursorCurrent);\r
- */\r
- g_FuncTable.m_pfnMessageBox(g_pRadiantWnd,\r
- "Error: Couldn't find the triangle bounding a point.",\r
- "Decimation Error",MB_ICONEXCLAMATION);\r
- return;\r
- }\r
- if(!Tri[Node[i].tri].flag)\r
- {\r
- PlaneFromPoints(Node[Tri[Node[i].tri].v[0]].p,\r
- Node[Tri[Node[i].tri].v[1]].p,\r
- Node[Tri[Node[i].tri].v[2]].p,\r
- &Tri[Node[i].tri].plane);\r
- Tri[Node[i].tri].flag = 1;\r
- }\r
- Node[i].error =\r
- Node[i].p[j0] - (Tri[Node[i].tri].plane.dist -\r
- Tri[Node[i].tri].plane.normal[j1]*Node[i].p[j1] -\r
- Tri[Node[i].tri].plane.normal[j2]*Node[i].p[j2] )/\r
- Tri[Node[i].tri].plane.normal[j0];\r
- if(Absolute(Node[i].error) > 0.5)\r
- {\r
- NumNodesUsed++;\r
- Node[i].used++;\r
- free(Tri);\r
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");\r
- Tri = *pTri;\r
- }\r
- }\r
- }\r
-\r
- // Swap node orders for surfaces facing down, north or west so that\r
- // they are counterclockwise when facing the surface\r
-\r
- if((Plane == PLANE_XY1) || (Plane == PLANE_XZ0) || (Plane == PLANE_YZ1) )\r
- {\r
- for(i=0; i<NumTris[0]; i++)\r
- {\r
- j = Tri[i].v[1];\r
- Tri[i].v[1] = Tri[i].v[2];\r
- Tri[i].v[2] = j;\r
- }\r
- }\r
-\r
- // Store bounding box coords\r
- for(i=0; i<NumTris[0]; i++)\r
- {\r
- Tri[i].min[0] = Node[Tri[i].v[0]].p[0];\r
- Tri[i].min[0] = min(Tri[i].min[0],Node[Tri[i].v[1]].p[0]);\r
- Tri[i].min[0] = min(Tri[i].min[0],Node[Tri[i].v[2]].p[0]);\r
- Tri[i].min[1] = Node[Tri[i].v[0]].p[1];\r
- Tri[i].min[1] = min(Tri[i].min[1],Node[Tri[i].v[1]].p[1]);\r
- Tri[i].min[1] = min(Tri[i].min[1],Node[Tri[i].v[2]].p[1]);\r
- Tri[i].min[2] = Node[Tri[i].v[0]].p[2];\r
- Tri[i].min[2] = min(Tri[i].min[2],Node[Tri[i].v[1]].p[2]);\r
- Tri[i].min[2] = min(Tri[i].min[2],Node[Tri[i].v[2]].p[2]);\r
- Tri[i].max[0] = Node[Tri[i].v[0]].p[0];\r
- Tri[i].max[0] = max(Tri[i].max[0],Node[Tri[i].v[1]].p[0]);\r
- Tri[i].max[0] = max(Tri[i].max[0],Node[Tri[i].v[2]].p[0]);\r
- Tri[i].max[1] = Node[Tri[i].v[0]].p[1];\r
- Tri[i].max[1] = max(Tri[i].max[1],Node[Tri[i].v[1]].p[1]);\r
- Tri[i].max[1] = max(Tri[i].max[1],Node[Tri[i].v[2]].p[1]);\r
- Tri[i].max[2] = Node[Tri[i].v[0]].p[2];\r
- Tri[i].max[2] = max(Tri[i].max[2],Node[Tri[i].v[1]].p[2]);\r
- Tri[i].max[2] = max(Tri[i].max[2],Node[Tri[i].v[2]].p[2]);\r
- }\r
- /*\r
- ghCursorCurrent = ghCursorDefault;\r
- SetCursor(ghCursorCurrent);\r
- */\r
-}\r
-/* end MakeDecimatedMap */\r
-\r
-/*****************************************************************************/\r
-/* */\r
-/* tricall Takes an array of nodes, spits out an array of triangles */\r
-/* */\r
-/*****************************************************************************/\r
-int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, LPSTR Options)\r
-{\r
-\r
- struct triangulateio in, out;\r
- int i, N;\r
- int NumUsedNodes;\r
- int *NodeTable;\r
- TRI *ptri;\r
-\r
- /* Define input points. */\r
-\r
- for(i=0,NumUsedNodes=0; i<NumNodes; i++)\r
- if(Node[i].used) NumUsedNodes++;\r
-\r
- memset(&in, 0,sizeof(in));\r
- memset(&out,0,sizeof(out));\r
-\r
- NodeTable = (int *) malloc(NumUsedNodes * sizeof(int));\r
-\r
- in.numberofpoints = NumUsedNodes;\r
- in.numberofpointattributes = 0;\r
- in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));\r
- for(i=0,N=0; i<NumNodes; i++)\r
- {\r
- if(Node[i].used)\r
- {\r
- switch(Plane)\r
- {\r
- case PLANE_XZ0:\r
- case PLANE_XZ1:\r
- in.pointlist[N*2 ] = Node[i].p[0];\r
- in.pointlist[N*2+1] = Node[i].p[2];\r
- break;\r
- case PLANE_YZ0:\r
- case PLANE_YZ1:\r
- in.pointlist[N*2 ] = Node[i].p[1];\r
- in.pointlist[N*2+1] = Node[i].p[2];\r
- break;\r
- default:\r
- in.pointlist[N*2 ] = Node[i].p[0];\r
- in.pointlist[N*2+1] = Node[i].p[1];\r
- }\r
- NodeTable[N] = i;\r
- N++;\r
- }\r
- }\r
- in.pointattributelist = (REAL *) NULL;\r
- in.pointmarkerlist = (int *) NULL;\r
-\r
- if(strstr(Options,"r"))\r
- {\r
- int *TriTable;\r
- TriTable = (int *) malloc(NumNodes * sizeof(int));\r
- for(i=0,N=0; i<NumNodes; i++)\r
- {\r
- if(Node[i].used)\r
- {\r
- TriTable[i] = N;\r
- N++;\r
- }\r
- }\r
- in.numberoftriangles = NumTris[0];\r
- in.numberofcorners = 3;\r
- in.numberoftriangleattributes = 0;\r
- in.trianglelist = (int *) malloc(in.numberofcorners * in.numberoftriangles * sizeof(int));\r
- in.triangleattributelist = (REAL *) NULL;\r
- in.trianglearealist = (REAL *) NULL;\r
- ptri = *inTri;\r
- for(i=0; i<in.numberoftriangles; i++)\r
- {\r
- in.trianglelist[i*in.numberofcorners ] = TriTable[ptri[i].v[0]];\r
- in.trianglelist[i*in.numberofcorners+1] = TriTable[ptri[i].v[1]];\r
- in.trianglelist[i*in.numberofcorners+2] = TriTable[ptri[i].v[2]];\r
- }\r
- free(TriTable);\r
- }\r
- else\r
- {\r
- in.numberoftriangles = 0;\r
- in.numberofcorners = 3;\r
- in.numberoftriangleattributes = 0;\r
- in.trianglelist = (int *) NULL;\r
- in.triangleattributelist = (REAL *) NULL;\r
- in.trianglearealist = (REAL *) NULL;\r
- }\r
-\r
- in.numberofsegments = 0;\r
- in.segmentlist = (int *) NULL;\r
- in.segmentmarkerlist = (int *) NULL;\r
-\r
- in.numberofholes = 0;\r
- in.holelist = (REAL *) NULL;\r
-\r
- in.numberofregions = 0;\r
- in.regionlist = (REAL *) NULL;\r
-\r
- in.numberofedges = 0;\r
- in.edgelist = (int *) NULL;\r
- in.edgemarkerlist = (int *) NULL;\r
- in.normlist = (REAL *) NULL;\r
-\r
- /* Make necessary initializations */\r
- out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */\r
- out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or \r
- number of point attributes is zero: */\r
- out.pointmarkerlist = (int *) NULL; /* Not needed if -N or -B switch used. */\r
- out.trianglelist = (int *) NULL; /* Not needed if -E switch used. */\r
- out.triangleattributelist = (REAL *) NULL; /* Not needed if -E switch used or \r
- number of triangle attributes is \r
- zero: */\r
- out.trianglearealist = (REAL *) NULL;\r
- out.neighborlist = (int *) NULL; /* Needed only if -n switch used. */\r
- out.segmentlist = (int *) NULL; /* Needed only if segments are output \r
- (-p or -c) and -P not used: */\r
- out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output \r
- (-p or -c) and -P and -B not used: */\r
- out.edgelist = (int *) NULL; /* Needed only if -e switch used. */\r
- out.edgemarkerlist = (int *) NULL; /* Needed if -e used and -B not used. */\r
-\r
- triangulate(Options, &in, &out, NULL);\r
-\r
- NumTris[0] = out.numberoftriangles;\r
- *Tri = (TRI *) malloc(NumTris[0] * sizeof(TRI));\r
- ptri = *Tri;\r
-\r
- for(i=0; i<NumTris[0]; i++)\r
- {\r
- ptri[i].v[0] = NodeTable[out.trianglelist[i*out.numberofcorners ]];\r
- ptri[i].v[1] = NodeTable[out.trianglelist[i*out.numberofcorners+1]];\r
- ptri[i].v[2] = NodeTable[out.trianglelist[i*out.numberofcorners+2]];\r
- ptri[i].n[0] = out.neighborlist[i*3 ];\r
- ptri[i].n[1] = out.neighborlist[i*3+1];\r
- ptri[i].n[2] = out.neighborlist[i*3+2];\r
- }\r
-\r
- /* Free all allocated arrays, including those allocated by Triangle. */\r
- if(in.pointlist) free(in.pointlist);\r
- if(in.pointattributelist) free(in.pointattributelist);\r
- if(in.pointmarkerlist) free(in.pointmarkerlist);\r
- if(in.trianglelist) free(in.trianglelist);\r
- if(in.triangleattributelist) free(in.triangleattributelist);\r
- if(in.trianglearealist) free(in.trianglearealist);\r
- if(in.neighborlist) free(in.neighborlist);\r
- if(in.segmentlist) free(in.segmentlist);\r
- if(in.segmentmarkerlist) free(in.segmentmarkerlist);\r
- if(in.holelist) free(in.holelist);\r
- if(in.regionlist) free(in.regionlist);\r
- if(in.edgelist) free(in.edgelist);\r
- if(in.edgemarkerlist) free(in.edgemarkerlist);\r
- if(in.normlist) free(in.normlist);\r
- if(out.pointlist) free(out.pointlist);\r
- if(out.pointattributelist) free(out.pointattributelist);\r
- if(out.pointmarkerlist) free(out.pointmarkerlist);\r
- if(out.trianglelist) free(out.trianglelist);\r
- if(out.triangleattributelist) free(out.triangleattributelist);\r
- if(out.trianglearealist) free(out.trianglearealist);\r
- if(out.neighborlist) free(out.neighborlist);\r
- if(out.segmentlist) free(out.segmentlist);\r
- if(out.segmentmarkerlist) free(out.segmentmarkerlist);\r
- if(out.holelist) free(out.holelist);\r
- if(out.regionlist) free(out.regionlist);\r
- if(out.edgelist) free(out.edgelist);\r
- if(out.edgemarkerlist) free(out.edgemarkerlist);\r
- if(out.normlist) free(out.normlist);\r
-\r
- free(NodeTable);\r
- return 0;\r
-}\r
-\r
-void EdgeOnSide(int *v, int *edge, int *border)\r
-{\r
- int R;\r
- int k0, k1, N;\r
- float Ndv;\r
-\r
- border[0] = -1;\r
-\r
- if( (v[0] <= NV) && (v[1] <= NV) )\r
- {\r
- edge[0] = 0;\r
- border[0] = 0;\r
- }\r
- if( (v[1] <= NV) && (v[2] <= NV) )\r
- {\r
- edge[0] = 1;\r
- border[0] = 0;\r
- }\r
- if( (v[2] <= NV) && (v[0] <= NV) )\r
- {\r
- edge[0] = 2;\r
- border[0] = 0;\r
- }\r
-\r
- R = NH*NVP1;\r
-\r
- if( (v[0] >= R) && (v[1] >= R) )\r
- {\r
- edge[0] = 0;\r
- border[0] = 1;\r
- }\r
- if( (v[1] >= R) && (v[2] >= R) )\r
- {\r
- edge[0] = 1;\r
- border[0] = 1;\r
- }\r
- if( (v[2] >= R) && (v[0] >= R) )\r
- {\r
- edge[0] = 2;\r
- border[0] = 1;\r
- }\r
-\r
- if(border[0] >= 0)\r
- {\r
- k0 = edge[0];\r
- k1 = (k0+1) % 3;\r
- N = Absolute(v[k0] - v[k1]);\r
- Ndv = (float)(N*dv);\r
- }\r
- if( ((v[0] % NVP1) == 0) && ((v[1] % NVP1) == 0) )\r
- {\r
- if(border[0] >= 0)\r
- if( Ndv > (Absolute(v[0] - v[1])*dh)) return;\r
- edge[0] = 0;\r
- border[0] = 2;\r
- return;\r
- }\r
- if( ((v[1] % NVP1) == 0) && ((v[2] % NVP1) == 0) )\r
- {\r
- if(border[0] >= 0)\r
- if( Ndv > (Absolute(v[1] - v[2])*dh)) return;\r
- edge[0] = 1;\r
- border[0] = 2;\r
- return;\r
- }\r
- if( ((v[2] % NVP1) == 0) && ((v[0] % NVP1) == 0) )\r
- {\r
- if(border[0] >= 0)\r
- if( Ndv > (Absolute(v[2] - v[0])*dh)) return;\r
- edge[0] = 2;\r
- border[0] = 2;\r
- return;\r
- }\r
-\r
- if( ((v[0] % NVP1) == NV) && ((v[1] % NVP1) == NV) )\r
- {\r
- if(border[0] >= 0)\r
- if( Ndv > (Absolute(v[0] - v[1])*dh)) return;\r
- edge[0] = 0;\r
- border[0] = 3;\r
- return;\r
- }\r
- if( ((v[1] % NVP1) == NV) && ((v[2] % NVP1) == NV) )\r
- {\r
- if(border[0] >= 0)\r
- if( Ndv > (Absolute(v[1] - v[2])*dh)) return;\r
- edge[0] = 1;\r
- border[0] = 3;\r
- return;\r
- }\r
- if( ((v[2] % NVP1) == NV) && ((v[0] % NVP1) == NV) )\r
- {\r
- if(border[0] >= 0)\r
- if( Ndv > (Absolute(v[2] - v[0])*dh)) return;\r
- edge[0] = 2;\r
- border[0] = 3;\r
- return;\r
- }\r
- return;\r
-}\r
-\r
-void CalcAngles(NODE *node, int *v, float *angle)\r
-{\r
- int i, j, k;\r
- vec l;\r
- vec x0, x1, x2, y0, y1, y2;\r
- vec2 vv[3];\r
- vec dot;\r
-\r
- switch(Plane)\r
- {\r
- case PLANE_XZ0:\r
- case PLANE_XZ1:\r
- i = 0;\r
- j = 2;\r
- break;\r
- case PLANE_YZ0:\r
- case PLANE_YZ1:\r
- i = 1;\r
- j = 2;\r
- break;\r
- default:\r
- i = 0;\r
- j = 1;\r
- }\r
- x0 = node[v[0]].p[i];\r
- x1 = node[v[1]].p[i];\r
- x2 = node[v[2]].p[i];\r
- y0 = node[v[0]].p[j];\r
- y1 = node[v[1]].p[j];\r
- y2 = node[v[2]].p[j];\r
-\r
- vv[0][0] = x1-x0;\r
- vv[0][1] = y1-y0;\r
- vv[1][0] = x2-x1;\r
- vv[1][1] = y2-y1;\r
- vv[2][0] = x0-x2;\r
- vv[2][1] = y0-y2;\r
-\r
- for(k=0; k<3; k++)\r
- {\r
- l = (vec)(sqrt( vv[k][0]*vv[k][0] + vv[k][1]*vv[k][1] ));\r
- if(l > 0.)\r
- {\r
- vv[k][0] /= l;\r
- vv[k][1] /= l;\r
- }\r
- }\r
-\r
- dot = -(vv[0][0]*vv[2][0] + vv[0][1]*vv[2][1]);\r
- angle[0] = (float)(acos(dot));\r
- dot = -(vv[1][0]*vv[0][0] + vv[1][1]*vv[0][1]);\r
- angle[1] = (float)(acos(dot));\r
- dot = -(vv[2][0]*vv[1][0] + vv[2][1]*vv[1][1]);\r
- angle[2] = (float)(acos(dot));\r
-}\r
-//=================================================================\r
-int Bisect(NODE *node, int border, int j0, int j1)\r
-{\r
- int k;\r
-\r
- switch(border)\r
- {\r
- case 0:\r
- k = (j0+j1)/2;\r
- break;\r
- case 1:\r
- k = (j0+j1)/2;\r
- break;\r
- case 2:\r
- k = (int)((j0+j1)/(2*NVP1)) * NVP1;\r
- break;\r
- case 3:\r
- k = (int)((j0+j1+2)/(2*NVP1)) * NVP1 - 1;\r
- break;\r
- }\r
- return( ((k != j0) && (k != j1)) ? k : 0 );\r
-}\r
-//=================================================================\r
-int compare(TRITABLE *t1, TRITABLE *t2)\r
-{\r
- if(t1->error > t2->error) return -1;\r
- if(t1->error < t2->error) return 1;\r
- return 0;\r
-}\r
-\r
-void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,\r
- int offset,char *texture0, char *texture1, char *texture2)\r
-{\r
- extern double backface;\r
- BRUSH brush;\r
- int contents;\r
- int i, j;\r
- float Steep;\r
- vec3_t PlaneNormal,SurfNormal;\r
- bool CheckAngle;\r
- vec3_t t[2];\r
-\r
- // if texture2 is identical to texture0, there's no need to\r
- // check surface angle\r
- if(!g_strcasecmp(texture0,texture2) || !strlen(texture2))\r
- CheckAngle = FALSE;\r
- else\r
- {\r
- CheckAngle = TRUE;\r
- Steep = (float)cos((double)SlantAngle/57.2957795);\r
- switch(Plane)\r
- {\r
- case PLANE_XY0: PlaneNormal[0]= 0.;PlaneNormal[1]= 0.;PlaneNormal[2]= 1.;break;\r
- case PLANE_XY1: PlaneNormal[0]= 0.;PlaneNormal[1]= 0.;PlaneNormal[2]=-1.;break;\r
- case PLANE_XZ0: PlaneNormal[0]= 0.;PlaneNormal[1]= 1.;PlaneNormal[2]= 1.;break;\r
- case PLANE_XZ1: PlaneNormal[0]= 0.;PlaneNormal[1]=-1.;PlaneNormal[2]= 1.;break;\r
- case PLANE_YZ0: PlaneNormal[0]= 1.;PlaneNormal[1]= 0.;PlaneNormal[2]= 1.;break;\r
- case PLANE_YZ1: PlaneNormal[0]=-1.;PlaneNormal[1]= 0.;PlaneNormal[2]= 1.;break;\r
- }\r
- }\r
-\r
- contents = 0;\r
- if(surf)\r
- {\r
- if(UseDetail) contents += CONTENTS_DETAIL;\r
- if(UseLadder) contents += CONTENTS_LADDER;\r
- }\r
- \r
- OpenFuncGroup();\r
- for(i=0; i<NumTris; i++)\r
- {\r
- brush.Number = i;\r
- brush.NumFaces = 5;\r
- // front\r
- brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];\r
-\r
- if(offset != 0)\r
- {\r
- switch(Plane)\r
- {\r
- case PLANE_XY0:\r
- brush.face[0].v[0][2] += offset;\r
- brush.face[0].v[1][2] += offset;\r
- brush.face[0].v[1][2] += offset;\r
- break;\r
- case PLANE_XY1:\r
- brush.face[0].v[0][2] -= offset;\r
- brush.face[0].v[1][2] -= offset;\r
- brush.face[0].v[1][2] -= offset;\r
- break;\r
- case PLANE_XZ0:\r
- brush.face[0].v[0][1] += offset;\r
- brush.face[0].v[1][1] += offset;\r
- brush.face[0].v[1][1] += offset;\r
- break;\r
- case PLANE_XZ1:\r
- brush.face[0].v[0][1] -= offset;\r
- brush.face[0].v[1][1] -= offset;\r
- brush.face[0].v[1][1] -= offset;\r
- break;\r
- case PLANE_YZ0:\r
- brush.face[0].v[0][0] += offset;\r
- brush.face[0].v[1][0] += offset;\r
- brush.face[0].v[1][0] += offset;\r
- break;\r
- case PLANE_YZ1:\r
- brush.face[0].v[0][0] -= offset;\r
- brush.face[0].v[1][0] -= offset;\r
- brush.face[0].v[1][0] -= offset;\r
- break;\r
- }\r
- }\r
- switch(Plane)\r
- {\r
- case PLANE_XZ0:\r
- case PLANE_XZ1:\r
- // back\r
- brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[1].v[0][1] = (float)backface;\r
- brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[1].v[1][1] = (float)backface;\r
- brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[1].v[2][1] = (float)backface;\r
- brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- // 0-1 side\r
- brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[2].v[2][1] = (float)backface;\r
- brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- // 1-2 side\r
- brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[3].v[2][1] = (float)backface;\r
- brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- // 2-0 side\r
- brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[4].v[2][1] = (float)backface;\r
- brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];\r
- break;\r
- case PLANE_YZ0:\r
- case PLANE_YZ1:\r
- // back\r
- brush.face[1].v[0][0] = (float)backface;\r
- brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[1].v[1][0] = (float)backface;\r
- brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[1].v[2][0] = (float)backface;\r
- brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- // 0-1 side\r
- brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[2].v[2][0] = (float)backface;\r
- brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- // 1-2 side\r
- brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[3].v[2][0] = (float)backface;\r
- brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- // 2-0 side\r
- brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[4].v[2][0] = (float)backface;\r
- brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];\r
- break;\r
- default:\r
- // back\r
- brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[1].v[0][2] = (float)backface;\r
- \r
- brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[1].v[1][2] = (float)backface;\r
- \r
- brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[1].v[2][2] = (float)backface;\r
- \r
- // 0-1 side\r
- brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[2].v[2][2] = (float)backface;\r
- \r
- // 1-2 side\r
- brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];\r
- brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];\r
- brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];\r
- \r
- brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[3].v[2][2] = (float)backface;\r
- \r
- // 2-0 side\r
- brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];\r
- brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];\r
- brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];\r
- \r
- brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];\r
- \r
- brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];\r
- brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];\r
- brush.face[4].v[2][2] = (float)backface;\r
- }\r
- \r
- for(j=0; j<5; j++)\r
- {\r
- strcpy(brush.face[j].texture,\r
- (strlen(texture1) ? texture1 : texture0));\r
- brush.face[j].Shift[0] = (float)TexOffset[0];\r
- brush.face[j].Shift[1] = (float)TexOffset[1];\r
- brush.face[j].Rotate = 0.;\r
- brush.face[j].Scale[0] = (float)TexScale[0];\r
- brush.face[j].Scale[1] = (float)TexScale[1];\r
- brush.face[j].Contents = contents;\r
- if(surf)\r
- brush.face[j].Surface = 0;\r
- else\r
- brush.face[j].Surface = SURF_HINT;\r
- brush.face[j].Value = 0;\r
- }\r
-\r
- if(CheckAngle)\r
- {\r
- XYZVectorSubtract(brush.face[0].v[2],brush.face[0].v[0],t[0]);\r
- XYZVectorSubtract(brush.face[0].v[1],brush.face[0].v[2],t[1]);\r
- CrossProduct(t[0],t[1],SurfNormal);\r
- VectorNormalize(SurfNormal,SurfNormal);\r
- if(DotProduct(SurfNormal,PlaneNormal) < Steep)\r
- strcpy(brush.face[0].texture,texture2);\r
- else\r
- strcpy(brush.face[0].texture,texture0);\r
- }\r
- else\r
- strcpy(brush.face[0].texture,texture0);\r
-\r
- if(surf) brush.face[0].Value = ArghRad2;\r
- MakeBrush(&brush);\r
- }\r
- CloseFuncGroup();\r
-\r
-} // end MakeBrushes\r
-//=================================================================\r
-void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)\r
-{\r
- extern double backface;\r
- extern double xmin, xmax, ymin, ymax, zmin, zmax;\r
- BRUSH brush;\r
- char hint[32], skip[32];\r
- int i, j;\r
- int face;\r
- /*\r
- ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);\r
- SetCursor(ghCursorCurrent);\r
- */\r
- UseDetail = 1; // this is temporary\r
- MakeBrushes(NumTris,Node,Tri,TRUE,0,Texture[Game][0],Texture[Game][1],Texture[Game][2]);\r
-\r
- if(AddHints || GimpHints)\r
- {\r
- switch(Game)\r
- {\r
- case SIN:\r
- strcpy(hint,"generic/misc/hint");\r
- strcpy(skip,"generic/misc/skip");\r
- break;\r
- case HALFLIFE:\r
- strcpy(hint,"HINT");\r
- strcpy(skip,"HINT");\r
- break;\r
- case HERETIC2:\r
- strcpy(hint,"general/hint");\r
- strcpy(skip,"general/skip");\r
- break;\r
- case KINGPIN:\r
- strcpy(hint,"common/0_hint");\r
- strcpy(skip,"common/0_skip");\r
- break;\r
- case QUAKE3:\r
- strcpy(hint,"common/hint");\r
- strcpy(skip,"common/skip");\r
- break;\r
- default:\r
- strcpy(hint,"e1u1/hint");\r
- strcpy(skip,"e1u1/skip");\r
- }\r
- }\r
-\r
- if( GimpHints )\r
- MakeBrushes(NumTris,Node,Tri,FALSE,HINT_OFFSET,hint,hint,hint);\r
-\r
- if( AddHints==1 )\r
- {\r
- int j0, j1, j2, k, k0, k1;\r
- int q[4];\r
- int w,h,h0,h1,t,OK;\r
- float s[3];\r
- double front;\r
- int MaxHints; // We don't want a whole slew of hint brushes, which we'd get\r
- // with low decimation values and our current placement scheme.\r
- // Limit number of hint brushes to number of undecimated grid\r
- // squares.\r
-\r
- switch(Plane)\r
- {\r
- case PLANE_XY1:\r
- front = LessThan(zmin,32.);\r
- break;\r
- case PLANE_XZ0:\r
- front = MoreThan(ymax,32.);\r
- break;\r
- case PLANE_XZ1:\r
- front = LessThan(ymin,32.);\r
- break;\r
- case PLANE_YZ0:\r
- front = MoreThan(xmax,32.);\r
- break;\r
- case PLANE_YZ1:\r
- front = LessThan(xmin,32.);\r
- break;\r
- default:\r
- front = MoreThan(zmax,32.);\r
- }\r
- \r
- for(i=0; i<NumTris; i++)\r
- Tri[i].flag = 0;\r
- \r
- switch(Plane)\r
- {\r
- case PLANE_XZ0:\r
- case PLANE_XZ1:\r
- j0 = 1;\r
- j1 = 0;\r
- j2 = 2;\r
- break;\r
- case PLANE_YZ0:\r
- case PLANE_YZ1:\r
- j0 = 0;\r
- j1 = 1;\r
- j2 = 2;\r
- break;\r
- default:\r
- j0 = 2;\r
- j1 = 0;\r
- j2 = 1;\r
- }\r
- \r
- brush.Number = 0;\r
- brush.NumFaces = 6;\r
- MaxHints = NH*NV-1;\r
- for(w=1; w<min(16,NH) && brush.Number < MaxHints; w++)\r
- {\r
- for(h=max(1,w/2); h<min(16,NV) && brush.Number < MaxHints; h++)\r
- {\r
- for(i=0; i<=NH-w && brush.Number < MaxHints; i++)\r
- {\r
- for(j=0; j<=NV-h && brush.Number < MaxHints; j++)\r
- {\r
- q[0] = i*NVP1+j;\r
- q[2] = q[0] + w*NVP1 + h;\r
- switch(Plane)\r
- {\r
- case PLANE_XY1:\r
- case PLANE_XZ0:\r
- case PLANE_YZ1:\r
- q[1] = q[0] + h;\r
- q[3] = q[2] - h;\r
- break;\r
- default:\r
- q[1] = q[2] - h;\r
- q[3] = q[0] + h;\r
- }\r
- for(k=0, OK=1; k<NumTris && OK; k++)\r
- {\r
- if(Tri[k].min[j1] >= max(Node[q[0]].p[j1],Node[q[2]].p[j1])) continue;\r
- if(Tri[k].min[j2] >= max(Node[q[0]].p[j2],Node[q[2]].p[j2])) continue;\r
- if(Tri[k].max[j1] <= min(Node[q[0]].p[j1],Node[q[2]].p[j1])) continue;\r
- if(Tri[k].max[j2] <= min(Node[q[0]].p[j2],Node[q[2]].p[j2])) continue;\r
-\r
- for(h0=0; h0<4 && OK; h0++)\r
- {\r
- h1 = (h0+1)%4;\r
- for(t=0; t<3 && OK; t++)\r
- {\r
- s[t] = side(Node[q[h0]].p[j1],Node[q[h0]].p[j2],\r
- Node[q[h1]].p[j1],Node[q[h1]].p[j2],\r
- Node[Tri[k].v[t]].p[j1],Node[Tri[k].v[t]].p[j2]);\r
- }\r
- if((s[1] > 0 || s[2] > 0) && s[0] < 0) OK=0;\r
- if((s[2] > 0 || s[0] > 0) && s[1] < 0) OK=0;\r
- if((s[0] > 0 || s[1] > 0) && s[2] < 0) OK=0;\r
- }\r
- }\r
- if(!OK) continue;\r
- switch(Plane)\r
- {\r
- case PLANE_XZ0:\r
- case PLANE_XZ1:\r
- // front\r
- brush.face[0].v[0][0] = Node[q[2]].p[0];\r
- brush.face[0].v[0][1] = (float)front;\r
- brush.face[0].v[0][2] = Node[q[2]].p[2];\r
- \r
- brush.face[0].v[1][0] = Node[q[1]].p[0];\r
- brush.face[0].v[1][1] = (float)front;\r
- brush.face[0].v[1][2] = Node[q[1]].p[2];\r
- \r
- brush.face[0].v[2][0] = Node[q[0]].p[0];\r
- brush.face[0].v[2][1] = (float)front;\r
- brush.face[0].v[2][2] = Node[q[0]].p[2];\r
- \r
- // back\r
- brush.face[1].v[0][0] = Node[q[0]].p[0];\r
- brush.face[1].v[0][1] = (float)backface;\r
- brush.face[1].v[0][2] = Node[q[0]].p[2];\r
- \r
- brush.face[1].v[1][0] = Node[q[1]].p[0];\r
- brush.face[1].v[1][1] = (float)backface;\r
- brush.face[1].v[1][2] = Node[q[1]].p[2];\r
- \r
- brush.face[1].v[2][0] = Node[q[2]].p[0];\r
- brush.face[1].v[2][1] = (float)backface;\r
- brush.face[1].v[2][2] = Node[q[2]].p[2];\r
- \r
- for(k0=0; k0<brush.NumFaces-2; k0++)\r
- {\r
- k =k0+2;\r
- k1=(k0+1) % (brush.NumFaces-2);\r
- \r
- brush.face[k].v[0][0] = Node[q[k0]].p[0];\r
- brush.face[k].v[0][1] = (float)front;\r
- brush.face[k].v[0][2] = Node[q[k0]].p[2];\r
- \r
- brush.face[k].v[1][0] = Node[q[k1]].p[0];\r
- brush.face[k].v[1][1] = (float)front;\r
- brush.face[k].v[1][2] = Node[q[k1]].p[2];\r
- \r
- brush.face[k].v[2][0] = Node[q[k1]].p[0];\r
- brush.face[k].v[2][1] = (float)backface;\r
- brush.face[k].v[2][2] = Node[q[k1]].p[2];\r
- }\r
- break;\r
- case PLANE_YZ0:\r
- case PLANE_YZ1:\r
- // front\r
- brush.face[0].v[0][0] = (float)front;\r
- brush.face[0].v[0][1] = Node[q[2]].p[1];\r
- brush.face[0].v[0][2] = Node[q[2]].p[2];\r
- \r
- brush.face[0].v[1][0] = (float)front;\r
- brush.face[0].v[1][1] = Node[q[1]].p[1];\r
- brush.face[0].v[1][2] = Node[q[1]].p[2];\r
- \r
- brush.face[0].v[2][0] = (float)front;\r
- brush.face[0].v[2][1] = Node[q[0]].p[1];\r
- brush.face[0].v[2][2] = Node[q[0]].p[2];\r
- \r
- // back\r
- brush.face[1].v[0][0] = (float)backface;\r
- brush.face[1].v[0][1] = Node[q[0]].p[1];\r
- brush.face[1].v[0][2] = Node[q[0]].p[2];\r
- \r
- brush.face[1].v[1][0] = (float)backface;\r
- brush.face[1].v[1][1] = Node[q[1]].p[1];\r
- brush.face[1].v[1][2] = Node[q[1]].p[2];\r
- \r
- brush.face[1].v[2][0] = (float)backface;\r
- brush.face[1].v[2][1] = Node[q[2]].p[1];\r
- brush.face[1].v[2][2] = Node[q[2]].p[2];\r
- \r
- for(k0=0; k0<brush.NumFaces-2; k0++)\r
- {\r
- k =k0+2;\r
- k1=(k0+1) % (brush.NumFaces-2);\r
- \r
- brush.face[k].v[0][0] = (float)front;\r
- brush.face[k].v[0][1] = Node[q[k0]].p[1];\r
- brush.face[k].v[0][2] = Node[q[k0]].p[2];\r
- \r
- brush.face[k].v[1][0] = (float)front;\r
- brush.face[k].v[1][1] = Node[q[k1]].p[1];\r
- brush.face[k].v[1][2] = Node[q[k1]].p[2];\r
- \r
- brush.face[k].v[2][0] = (float)backface;\r
- brush.face[k].v[2][1] = Node[q[k1]].p[1];\r
- brush.face[k].v[2][2] = Node[q[k1]].p[2];\r
- }\r
- break;\r
- default:\r
- // front\r
- brush.face[0].v[0][0] = Node[q[2]].p[0];\r
- brush.face[0].v[0][1] = Node[q[2]].p[1];\r
- brush.face[0].v[0][2] = (float)front;\r
- \r
- brush.face[0].v[1][0] = Node[q[1]].p[0];\r
- brush.face[0].v[1][1] = Node[q[1]].p[1];\r
- brush.face[0].v[1][2] = (float)front;\r
- \r
- brush.face[0].v[2][0] = Node[q[0]].p[0];\r
- brush.face[0].v[2][1] = Node[q[0]].p[1];\r
- brush.face[0].v[2][2] = (float)front;\r
- \r
- // back\r
- brush.face[1].v[0][0] = Node[q[0]].p[0];\r
- brush.face[1].v[0][1] = Node[q[0]].p[1];\r
- brush.face[1].v[0][2] = (float)backface;\r
- \r
- brush.face[1].v[1][0] = Node[q[1]].p[0];\r
- brush.face[1].v[1][1] = Node[q[1]].p[1];\r
- brush.face[1].v[1][2] = (float)backface;\r
- \r
- brush.face[1].v[2][0] = Node[q[2]].p[0];\r
- brush.face[1].v[2][1] = Node[q[2]].p[1];\r
- brush.face[1].v[2][2] = (float)backface;\r
- \r
- for(k0=0; k0<brush.NumFaces-2; k0++)\r
- {\r
- k =k0+2;\r
- k1=(k0+1) % (brush.NumFaces-2);\r
- \r
- brush.face[k].v[0][0] = Node[q[k0]].p[0];\r
- brush.face[k].v[0][1] = Node[q[k0]].p[1];\r
- brush.face[k].v[0][2] = (float)front;\r
- \r
- brush.face[k].v[1][0] = Node[q[k1]].p[0];\r
- brush.face[k].v[1][1] = Node[q[k1]].p[1];\r
- brush.face[k].v[1][2] = (float)front;\r
- \r
- brush.face[k].v[2][0] = Node[q[k1]].p[0];\r
- brush.face[k].v[2][1] = Node[q[k1]].p[1];\r
- brush.face[k].v[2][2] = (float)backface;\r
- }\r
- break;\r
- } // switch (Plane)\r
- for(face=0; face<6; face++)\r
- {\r
- strcpy(brush.face[face].texture,(face<=1 ? skip : hint));\r
- brush.face[face].Shift[0] = 0;\r
- brush.face[face].Shift[1] = 0;\r
- brush.face[face].Rotate = 0.;\r
- brush.face[face].Scale[0] = 1;\r
- brush.face[face].Scale[1] = 1;\r
- brush.face[face].Contents = CONTENTS_DETAIL;\r
- brush.face[face].Surface = (face<=1 ? SURF_SKIP : SURF_HINT);\r
- brush.face[face].Value = 0;\r
- }\r
- if(!brush.Number) OpenFuncGroup();\r
- MakeBrush(&brush);\r
- brush.Number++;\r
- } // for(j=\r
- } // for(i=\r
- } // for(h=\r
- } // for(w=\r
- if(brush.Number) CloseFuncGroup();\r
- }\r
- /*\r
- ghCursorCurrent = ghCursorDefault;\r
- SetCursor(ghCursorCurrent);\r
- */\r
-}\r
-//===========================================================================\r
-int CheckBorders(int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri)\r
-{\r
- int border;\r
- int i, j, k0, k1, N;\r
- float angle[3];\r
- TRI *Tri;\r
-\r
- N = NumNodesUsed[0];\r
- Tri = *pTri;\r
- for(i=0; i<NumTris[0]; i++)\r
- {\r
- EdgeOnSide(Tri[i].v,&k0,&border);\r
- if(border < 0) continue;\r
- CalcAngles(Node, Tri[i].v, angle);\r
- k1 = (k0+1) % 3;\r
- if((angle[k0] < SLIVER_ANGLE) || (angle[k1] < SLIVER_ANGLE))\r
- {\r
- j = Bisect(Node, border, Tri[i].v[k0], Tri[i].v[k1]);\r
- if(j >= 0)\r
- {\r
- if(!Node[j].used) // Shouldn't be used, but...\r
- {\r
- NumNodesUsed[0]++;\r
- Node[j].used++;\r
- }\r
- }\r
- }\r
- }\r
- if(NumNodesUsed[0] > N)\r
- {\r
- free(*pTri);\r
- tricall(NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY");\r
- Tri = *pTri;\r
- }\r
- return (NumNodesUsed[0] - N);\r
-}\r
+/*
+ GenSurf plugin for GtkRadiant
+ Copyright (C) 2001 David Hyde, Loki software and qeradiant.com
+
+ 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
+ */
+
+#define SINGLE
+#ifdef SINGLE
+#define REAL float
+#else /* not SINGLE */
+#define REAL double
+#endif /* not SINGLE */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <math.h>
+#include "gensurf.h"
+#include "triangle.h"
+
+typedef struct
+{
+ float error;
+ int node;
+} TRITABLE;
+
+double dh, dv;
+int NVP1;
+
+#define Absolute( a ) ( ( a ) >= 0.0 ? ( a ) : -( a ) )
+
+void MakeDecimatedMap( int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri ){
+ int compare( TRITABLE *, TRITABLE * );
+ int Bisect( NODE *, int, int, int );
+ void CalcAngles( NODE *, int *, float * );
+ void EdgeOnSide( int *, int *, int * );
+ int tricall( int, NODE *, int *, TRI * *, TRI * *, const char * );
+ int CheckBorders( int *,int,NODE *,int *,TRI * * );
+
+ float biggesterror;
+ int i, j, N;
+ int j0, j1, j2;
+ int NumNodesToSave;
+ int NumNodesUsed;
+ NODE *Node;
+ TRI *Tri;
+ TRITABLE *TriTable;
+
+ if ( Decimate <= 0 ) {
+ return;
+ }
+ /*
+ ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
+ SetCursor(ghCursorCurrent);
+ */
+ dh = ( Hur - Hll ) / NH;
+ dv = ( Vur - Vll ) / NV;
+ NVP1 = NV + 1;
+
+ NumNodes[0] = ( NH + 1 ) * ( NVP1 );
+ *pNode = (NODE *) malloc( NumNodes[0] * sizeof( NODE ) );
+ Node = *pNode;
+ memset( Node,0,NumNodes[0] * sizeof( NODE ) );
+
+ // Copy [NH][NV] vertex array to our working node array
+ for ( i = 0,N = 0; i <= NH; i++ )
+ {
+ for ( j = 0; j <= NV; j++, N++ )
+ {
+ Node[N].p[0] = (float)xyz[i][j].p[0];
+ Node[N].p[1] = (float)xyz[i][j].p[1];
+ Node[N].p[2] = (float)xyz[i][j].p[2];
+ Node[N].fixed = xyz[i][j].fixed;
+ }
+ }
+ // Start things off with the corner values
+ Node[ 0].used = 1;
+ Node[NV].used = 1;
+ Node[NH * NVP1].used = 1;
+ Node[NH * NVP1 + NV].used = 1;
+ NumNodesUsed = 4;
+ tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
+ Tri = *pTri;
+
+ // Which coordinates are we triangulating on?
+ switch ( Plane )
+ {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ j0 = 1;
+ j1 = 0;
+ j2 = 2;
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ j0 = 0;
+ j1 = 1;
+ j2 = 2;
+ break;
+ default:
+ j0 = 2;
+ j1 = 0;
+ j2 = 1;
+ }
+
+ // TriTable stores the largest error in a triangle and the node where that
+ // error occurs
+ TriTable = (TRITABLE *) malloc( NH * NV * 2 * sizeof( TRITABLE ) );
+ NumNodesToSave = min( NumNodes[0], (int)( 0.01 * ( 100 - Decimate ) * ( NumNodes[0] - NumNodesUsed ) + NumNodesUsed ) );
+
+ while ( NumNodesUsed < NumNodesToSave )
+ {
+ for ( i = 0; i < NumTris[0]; i++ )
+ Tri[i].flag = 0;
+
+ // For every node that's not currently used, find what triangle it
+ // lies on, and the error at this node
+ for ( i = 0, biggesterror = 0; i < NumNodes[0]; i++ )
+ {
+ if ( Node[i].used ) {
+ continue;
+ }
+ for ( j = 0, Node[i].tri = -1; ( j < NumTris[0] ) && ( Node[i].tri == -1 ); j++ )
+ {
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
+ continue;
+ }
+ Node[i].tri = j;
+ }
+ if ( Node[i].tri < 0 ) {
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
+ g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
+ "Error: Couldn't find the triangle bounding a point.",
+ "Decimation Error", eMB_OK, eMB_ICONWARNING );
+ return;
+ }
+ if ( !Tri[Node[i].tri].flag ) {
+ PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
+ Node[Tri[Node[i].tri].v[1]].p,
+ Node[Tri[Node[i].tri].v[2]].p,
+ &Tri[Node[i].tri].plane );
+ Tri[Node[i].tri].flag = 1;
+ }
+ Node[i].error =
+ Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
+ Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
+ Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
+ Tri[Node[i].tri].plane.normal[j0];
+ biggesterror = max( biggesterror,Absolute( Node[i].error ) );
+ }
+ if ( biggesterror == 0 ) {
+ NumNodesToSave = NumNodesUsed;
+ }
+ else
+ {
+ // For all current triangles, build a list of worst-case nodes
+ memset( TriTable,0,NH * NV * 2 * sizeof( TRITABLE ) );
+ for ( i = 0; i < NumNodes[0]; i++ )
+ {
+ if ( Node[i].used ) {
+ continue;
+ }
+ if ( Absolute( Node[i].error ) > TriTable[Node[i].tri].error ) {
+ TriTable[Node[i].tri].error = (float)( Absolute( Node[i].error ) );
+ TriTable[Node[i].tri].node = i;
+ }
+ }
+ qsort( (void *)TriTable, (size_t)( NumTris[0] ), sizeof( TRITABLE ), ( int ( * )( const void *, const void * ) )compare );
+ for ( i = 0; i < NumTris[0] && NumNodesUsed < NumNodesToSave && TriTable[i].error > 0.5 * biggesterror; i++ )
+ {
+ if ( Node[TriTable[i].node].used ) {
+ continue; // shouldn't happen
+ }
+ NumNodesUsed++;
+ Node[TriTable[i].node].used++;
+ }
+ free( Tri );
+ tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
+ Tri = *pTri;
+ // Sliver-check along borders. Since borders are often linear, the errors
+ // along borders will often be zero, so no new points will be added. This
+ // tends to produce long, thin brushes. For all border triangles, check
+ // that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
+ // vertex.
+ while ( CheckBorders( &NumNodesUsed,NumNodes[0],Node,NumTris,pTri ) > 0 )
+ {
+ }
+ Tri = *pTri;
+ }
+ }
+ free( TriTable );
+ // One last time (because we're pessimistic), check border triangles
+
+ // Check that all fixed points are exact. If not, add them to the mix.
+ // First check to see if we have any fixed points that aren't already used.
+ for ( i = 0, N = 0; i < NumNodes[0] && !N; i++ )
+ {
+ if ( Node[i].used ) {
+ continue;
+ }
+ if ( Node[i].fixed ) {
+ N++;
+ }
+ }
+ if ( N ) {
+ // Zero out the flag member of all triangles, indicating that
+ // the plane equation has not been found.
+ for ( i = 0; i < NumTris[0]; i++ )
+ Tri[i].flag = 0;
+
+ for ( i = 0; i < NumNodes[0]; i++ )
+ {
+ if ( Node[i].used ) {
+ continue;
+ }
+ if ( !Node[i].fixed ) {
+ continue;
+ }
+ Node[i].tri = -1;
+ for ( j = 0; j < NumTris[0] && Node[i].tri == -1; j++ )
+ {
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
+ continue;
+ }
+ Node[i].tri = j;
+ }
+ if ( Node[i].tri < 0 ) {
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
+ g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
+ "Error: Couldn't find the triangle bounding a point.",
+ "Decimation Error", eMB_OK, eMB_ICONWARNING );
+ return;
+ }
+ if ( !Tri[Node[i].tri].flag ) {
+ PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
+ Node[Tri[Node[i].tri].v[1]].p,
+ Node[Tri[Node[i].tri].v[2]].p,
+ &Tri[Node[i].tri].plane );
+ Tri[Node[i].tri].flag = 1;
+ }
+ Node[i].error =
+ Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
+ Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
+ Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
+ Tri[Node[i].tri].plane.normal[j0];
+ if ( Absolute( Node[i].error ) > 0.5 ) {
+ NumNodesUsed++;
+ Node[i].used++;
+ free( Tri );
+ tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
+ Tri = *pTri;
+ }
+ }
+ }
+
+ // Swap node orders for surfaces facing down, north or west so that
+ // they are counterclockwise when facing the surface
+
+ if ( ( Plane == PLANE_XY1 ) || ( Plane == PLANE_XZ0 ) || ( Plane == PLANE_YZ1 ) ) {
+ for ( i = 0; i < NumTris[0]; i++ )
+ {
+ j = Tri[i].v[1];
+ Tri[i].v[1] = Tri[i].v[2];
+ Tri[i].v[2] = j;
+ }
+ }
+
+ // Store bounding box coords
+ for ( i = 0; i < NumTris[0]; i++ )
+ {
+ Tri[i].min[0] = Node[Tri[i].v[0]].p[0];
+ Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[1]].p[0] );
+ Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[2]].p[0] );
+ Tri[i].min[1] = Node[Tri[i].v[0]].p[1];
+ Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[1]].p[1] );
+ Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[2]].p[1] );
+ Tri[i].min[2] = Node[Tri[i].v[0]].p[2];
+ Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[1]].p[2] );
+ Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[2]].p[2] );
+ Tri[i].max[0] = Node[Tri[i].v[0]].p[0];
+ Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[1]].p[0] );
+ Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[2]].p[0] );
+ Tri[i].max[1] = Node[Tri[i].v[0]].p[1];
+ Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[1]].p[1] );
+ Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[2]].p[1] );
+ Tri[i].max[2] = Node[Tri[i].v[0]].p[2];
+ Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[1]].p[2] );
+ Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[2]].p[2] );
+ }
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
+}
+/* end MakeDecimatedMap */
+
+/*****************************************************************************/
+/* */
+/* tricall Takes an array of nodes, spits out an array of triangles */
+/* */
+/*****************************************************************************/
+int tricall( int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, const char *Options ){
+ struct triangulateio in, out;
+ int i, N;
+ int NumUsedNodes;
+ int *NodeTable;
+ TRI *ptri;
+
+ /* Define input points. */
+
+ for ( i = 0,NumUsedNodes = 0; i < NumNodes; i++ )
+ if ( Node[i].used ) {
+ NumUsedNodes++;
+ }
+
+ memset( &in, 0,sizeof( in ) );
+ memset( &out,0,sizeof( out ) );
+
+ NodeTable = (int *) malloc( NumUsedNodes * sizeof( int ) );
+
+ in.numberofpoints = NumUsedNodes;
+ in.numberofpointattributes = 0;
+ in.pointlist = (REAL *) malloc( in.numberofpoints * 2 * sizeof( REAL ) );
+ for ( i = 0,N = 0; i < NumNodes; i++ )
+ {
+ if ( Node[i].used ) {
+ switch ( Plane )
+ {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ in.pointlist[N * 2 ] = Node[i].p[0];
+ in.pointlist[N * 2 + 1] = Node[i].p[2];
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ in.pointlist[N * 2 ] = Node[i].p[1];
+ in.pointlist[N * 2 + 1] = Node[i].p[2];
+ break;
+ default:
+ in.pointlist[N * 2 ] = Node[i].p[0];
+ in.pointlist[N * 2 + 1] = Node[i].p[1];
+ }
+ NodeTable[N] = i;
+ N++;
+ }
+ }
+ in.pointattributelist = (REAL *) NULL;
+ in.pointmarkerlist = (int *) NULL;
+
+ if ( strstr( Options,"r" ) ) {
+ int *TriTable;
+ TriTable = (int *) malloc( NumNodes * sizeof( int ) );
+ for ( i = 0,N = 0; i < NumNodes; i++ )
+ {
+ if ( Node[i].used ) {
+ TriTable[i] = N;
+ N++;
+ }
+ }
+ in.numberoftriangles = NumTris[0];
+ in.numberofcorners = 3;
+ in.numberoftriangleattributes = 0;
+ in.trianglelist = (int *) malloc( in.numberofcorners * in.numberoftriangles * sizeof( int ) );
+ in.triangleattributelist = (REAL *) NULL;
+ in.trianglearealist = (REAL *) NULL;
+ ptri = *inTri;
+ for ( i = 0; i < in.numberoftriangles; i++ )
+ {
+ in.trianglelist[i * in.numberofcorners ] = TriTable[ptri[i].v[0]];
+ in.trianglelist[i * in.numberofcorners + 1] = TriTable[ptri[i].v[1]];
+ in.trianglelist[i * in.numberofcorners + 2] = TriTable[ptri[i].v[2]];
+ }
+ free( TriTable );
+ }
+ else
+ {
+ in.numberoftriangles = 0;
+ in.numberofcorners = 3;
+ in.numberoftriangleattributes = 0;
+ in.trianglelist = (int *) NULL;
+ in.triangleattributelist = (REAL *) NULL;
+ in.trianglearealist = (REAL *) NULL;
+ }
+
+ in.numberofsegments = 0;
+ in.segmentlist = (int *) NULL;
+ in.segmentmarkerlist = (int *) NULL;
+
+ in.numberofholes = 0;
+ in.holelist = (REAL *) NULL;
+
+ in.numberofregions = 0;
+ in.regionlist = (REAL *) NULL;
+
+ in.numberofedges = 0;
+ in.edgelist = (int *) NULL;
+ in.edgemarkerlist = (int *) NULL;
+ in.normlist = (REAL *) NULL;
+
+ /* Make necessary initializations */
+ out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
+ out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
+ number of point attributes is zero: */
+ out.pointmarkerlist = (int *) NULL; /* Not needed if -N or -B switch used. */
+ out.trianglelist = (int *) NULL; /* Not needed if -E switch used. */
+ out.triangleattributelist = (REAL *) NULL; /* Not needed if -E switch used or
+ number of triangle attributes is
+ zero: */
+ out.trianglearealist = (REAL *) NULL;
+ out.neighborlist = (int *) NULL; /* Needed only if -n switch used. */
+ out.segmentlist = (int *) NULL; /* Needed only if segments are output
+ (-p or -c) and -P not used: */
+ out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output
+ (-p or -c) and -P and -B not used: */
+ out.edgelist = (int *) NULL; /* Needed only if -e switch used. */
+ out.edgemarkerlist = (int *) NULL; /* Needed if -e used and -B not used. */
+
+ triangulate( Options, &in, &out, NULL );
+
+ NumTris[0] = out.numberoftriangles;
+ *Tri = (TRI *) malloc( NumTris[0] * sizeof( TRI ) );
+ ptri = *Tri;
+
+ for ( i = 0; i < NumTris[0]; i++ )
+ {
+ ptri[i].v[0] = NodeTable[out.trianglelist[i * out.numberofcorners ]];
+ ptri[i].v[1] = NodeTable[out.trianglelist[i * out.numberofcorners + 1]];
+ ptri[i].v[2] = NodeTable[out.trianglelist[i * out.numberofcorners + 2]];
+ ptri[i].n[0] = out.neighborlist[i * 3 ];
+ ptri[i].n[1] = out.neighborlist[i * 3 + 1];
+ ptri[i].n[2] = out.neighborlist[i * 3 + 2];
+ }
+
+ /* Free all allocated arrays, including those allocated by Triangle. */
+ if ( in.pointlist ) {
+ free( in.pointlist );
+ }
+ if ( in.pointattributelist ) {
+ free( in.pointattributelist );
+ }
+ if ( in.pointmarkerlist ) {
+ free( in.pointmarkerlist );
+ }
+ if ( in.trianglelist ) {
+ free( in.trianglelist );
+ }
+ if ( in.triangleattributelist ) {
+ free( in.triangleattributelist );
+ }
+ if ( in.trianglearealist ) {
+ free( in.trianglearealist );
+ }
+ if ( in.neighborlist ) {
+ free( in.neighborlist );
+ }
+ if ( in.segmentlist ) {
+ free( in.segmentlist );
+ }
+ if ( in.segmentmarkerlist ) {
+ free( in.segmentmarkerlist );
+ }
+ if ( in.holelist ) {
+ free( in.holelist );
+ }
+ if ( in.regionlist ) {
+ free( in.regionlist );
+ }
+ if ( in.edgelist ) {
+ free( in.edgelist );
+ }
+ if ( in.edgemarkerlist ) {
+ free( in.edgemarkerlist );
+ }
+ if ( in.normlist ) {
+ free( in.normlist );
+ }
+ if ( out.pointlist ) {
+ free( out.pointlist );
+ }
+ if ( out.pointattributelist ) {
+ free( out.pointattributelist );
+ }
+ if ( out.pointmarkerlist ) {
+ free( out.pointmarkerlist );
+ }
+ if ( out.trianglelist ) {
+ free( out.trianglelist );
+ }
+ if ( out.triangleattributelist ) {
+ free( out.triangleattributelist );
+ }
+ if ( out.trianglearealist ) {
+ free( out.trianglearealist );
+ }
+ if ( out.neighborlist ) {
+ free( out.neighborlist );
+ }
+ if ( out.segmentlist ) {
+ free( out.segmentlist );
+ }
+ if ( out.segmentmarkerlist ) {
+ free( out.segmentmarkerlist );
+ }
+ if ( out.holelist ) {
+ free( out.holelist );
+ }
+ if ( out.regionlist ) {
+ free( out.regionlist );
+ }
+ if ( out.edgelist ) {
+ free( out.edgelist );
+ }
+ if ( out.edgemarkerlist ) {
+ free( out.edgemarkerlist );
+ }
+ if ( out.normlist ) {
+ free( out.normlist );
+ }
+
+ free( NodeTable );
+ return 0;
+}
+
+void EdgeOnSide( int *v, int *edge, int *border ){
+ int R;
+ int k0, k1, N;
+ float Ndv;
+
+ border[0] = -1;
+
+ if ( ( v[0] <= NV ) && ( v[1] <= NV ) ) {
+ edge[0] = 0;
+ border[0] = 0;
+ }
+ if ( ( v[1] <= NV ) && ( v[2] <= NV ) ) {
+ edge[0] = 1;
+ border[0] = 0;
+ }
+ if ( ( v[2] <= NV ) && ( v[0] <= NV ) ) {
+ edge[0] = 2;
+ border[0] = 0;
+ }
+
+ R = NH * NVP1;
+
+ if ( ( v[0] >= R ) && ( v[1] >= R ) ) {
+ edge[0] = 0;
+ border[0] = 1;
+ }
+ if ( ( v[1] >= R ) && ( v[2] >= R ) ) {
+ edge[0] = 1;
+ border[0] = 1;
+ }
+ if ( ( v[2] >= R ) && ( v[0] >= R ) ) {
+ edge[0] = 2;
+ border[0] = 1;
+ }
+
+ if ( border[0] >= 0 ) {
+ k0 = edge[0];
+ k1 = ( k0 + 1 ) % 3;
+ N = Absolute( v[k0] - v[k1] );
+ Ndv = (float)( N * dv );
+ }
+ if ( ( ( v[0] % NVP1 ) == 0 ) && ( ( v[1] % NVP1 ) == 0 ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
+ return;
+ }
+ }
+ edge[0] = 0;
+ border[0] = 2;
+ return;
+ }
+ if ( ( ( v[1] % NVP1 ) == 0 ) && ( ( v[2] % NVP1 ) == 0 ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
+ return;
+ }
+ }
+ edge[0] = 1;
+ border[0] = 2;
+ return;
+ }
+ if ( ( ( v[2] % NVP1 ) == 0 ) && ( ( v[0] % NVP1 ) == 0 ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
+ return;
+ }
+ }
+ edge[0] = 2;
+ border[0] = 2;
+ return;
+ }
+
+ if ( ( ( v[0] % NVP1 ) == NV ) && ( ( v[1] % NVP1 ) == NV ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
+ return;
+ }
+ }
+ edge[0] = 0;
+ border[0] = 3;
+ return;
+ }
+ if ( ( ( v[1] % NVP1 ) == NV ) && ( ( v[2] % NVP1 ) == NV ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
+ return;
+ }
+ }
+ edge[0] = 1;
+ border[0] = 3;
+ return;
+ }
+ if ( ( ( v[2] % NVP1 ) == NV ) && ( ( v[0] % NVP1 ) == NV ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
+ return;
+ }
+ }
+ edge[0] = 2;
+ border[0] = 3;
+ return;
+ }
+ return;
+}
+
+void CalcAngles( NODE *node, int *v, float *angle ){
+ int i, j, k;
+ vec l;
+ vec x0, x1, x2, y0, y1, y2;
+ vec2 vv[3];
+ vec dot;
+
+ switch ( Plane )
+ {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ i = 0;
+ j = 2;
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ i = 1;
+ j = 2;
+ break;
+ default:
+ i = 0;
+ j = 1;
+ }
+ x0 = node[v[0]].p[i];
+ x1 = node[v[1]].p[i];
+ x2 = node[v[2]].p[i];
+ y0 = node[v[0]].p[j];
+ y1 = node[v[1]].p[j];
+ y2 = node[v[2]].p[j];
+
+ vv[0][0] = x1 - x0;
+ vv[0][1] = y1 - y0;
+ vv[1][0] = x2 - x1;
+ vv[1][1] = y2 - y1;
+ vv[2][0] = x0 - x2;
+ vv[2][1] = y0 - y2;
+
+ for ( k = 0; k < 3; k++ )
+ {
+ l = (vec)( sqrt( vv[k][0] * vv[k][0] + vv[k][1] * vv[k][1] ) );
+ if ( l > 0. ) {
+ vv[k][0] /= l;
+ vv[k][1] /= l;
+ }
+ }
+
+ dot = -( vv[0][0] * vv[2][0] + vv[0][1] * vv[2][1] );
+ angle[0] = (float)( acos( dot ) );
+ dot = -( vv[1][0] * vv[0][0] + vv[1][1] * vv[0][1] );
+ angle[1] = (float)( acos( dot ) );
+ dot = -( vv[2][0] * vv[1][0] + vv[2][1] * vv[1][1] );
+ angle[2] = (float)( acos( dot ) );
+}
+//=================================================================
+int Bisect( NODE *node, int border, int j0, int j1 ){
+ int k;
+
+ switch ( border )
+ {
+ case 0:
+ k = ( j0 + j1 ) / 2;
+ break;
+ case 1:
+ k = ( j0 + j1 ) / 2;
+ break;
+ case 2:
+ k = (int)( ( j0 + j1 ) / ( 2 * NVP1 ) ) * NVP1;
+ break;
+ case 3:
+ k = (int)( ( j0 + j1 + 2 ) / ( 2 * NVP1 ) ) * NVP1 - 1;
+ break;
+ }
+ return( ( ( k != j0 ) && ( k != j1 ) ) ? k : 0 );
+}
+//=================================================================
+int compare( TRITABLE *t1, TRITABLE *t2 ){
+ if ( t1->error > t2->error ) {
+ return -1;
+ }
+ if ( t1->error < t2->error ) {
+ return 1;
+ }
+ return 0;
+}
+
+void MakeBrushes( int NumTris, NODE *Node, TRI *Tri,bool surf,
+ int offset,char *texture0, char *texture1, char *texture2 ){
+ extern double backface;
+ BRUSH brush;
+ int contents;
+ int i, j;
+ float Steep;
+ vec3_t PlaneNormal,SurfNormal;
+ bool CheckAngle;
+ vec3_t t[2];
+
+ // if texture2 is identical to texture0, there's no need to
+ // check surface angle
+ if ( !g_strcasecmp( texture0,texture2 ) || !strlen( texture2 ) ) {
+ CheckAngle = FALSE;
+ }
+ else
+ {
+ CheckAngle = TRUE;
+ Steep = (float)cos( (double)SlantAngle / 57.2957795 );
+ switch ( Plane )
+ {
+ case PLANE_XY0: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
+ case PLANE_XY1: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = -1.; break;
+ case PLANE_XZ0: PlaneNormal[0] = 0.; PlaneNormal[1] = 1.; PlaneNormal[2] = 1.; break;
+ case PLANE_XZ1: PlaneNormal[0] = 0.; PlaneNormal[1] = -1.; PlaneNormal[2] = 1.; break;
+ case PLANE_YZ0: PlaneNormal[0] = 1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
+ case PLANE_YZ1: PlaneNormal[0] = -1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
+ }
+ }
+
+ contents = 0;
+ if ( surf ) {
+ if ( UseDetail ) {
+ contents += CONTENTS_DETAIL;
+ }
+ if ( UseLadder ) {
+ contents += CONTENTS_LADDER;
+ }
+ }
+
+ OpenFuncGroup();
+ for ( i = 0; i < NumTris; i++ )
+ {
+ brush.Number = i;
+ brush.NumFaces = 5;
+ // front
+ brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];
+
+ if ( offset != 0 ) {
+ switch ( Plane )
+ {
+ case PLANE_XY0:
+ brush.face[0].v[0][2] += offset;
+ brush.face[0].v[1][2] += offset;
+ brush.face[0].v[1][2] += offset;
+ break;
+ case PLANE_XY1:
+ brush.face[0].v[0][2] -= offset;
+ brush.face[0].v[1][2] -= offset;
+ brush.face[0].v[1][2] -= offset;
+ break;
+ case PLANE_XZ0:
+ brush.face[0].v[0][1] += offset;
+ brush.face[0].v[1][1] += offset;
+ brush.face[0].v[1][1] += offset;
+ break;
+ case PLANE_XZ1:
+ brush.face[0].v[0][1] -= offset;
+ brush.face[0].v[1][1] -= offset;
+ brush.face[0].v[1][1] -= offset;
+ break;
+ case PLANE_YZ0:
+ brush.face[0].v[0][0] += offset;
+ brush.face[0].v[1][0] += offset;
+ brush.face[0].v[1][0] += offset;
+ break;
+ case PLANE_YZ1:
+ brush.face[0].v[0][0] -= offset;
+ brush.face[0].v[1][0] -= offset;
+ brush.face[0].v[1][0] -= offset;
+ break;
+ }
+ }
+ switch ( Plane )
+ {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ // back
+ brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[1].v[0][1] = (float)backface;
+ brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[1].v[1][1] = (float)backface;
+ brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[1].v[2][1] = (float)backface;
+ brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
+
+ // 0-1 side
+ brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[2].v[2][1] = (float)backface;
+ brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
+
+ // 1-2 side
+ brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[3].v[2][1] = (float)backface;
+ brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
+
+ // 2-0 side
+ brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[4].v[2][1] = (float)backface;
+ brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ // back
+ brush.face[1].v[0][0] = (float)backface;
+ brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[1].v[1][0] = (float)backface;
+ brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[1].v[2][0] = (float)backface;
+ brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
+
+ // 0-1 side
+ brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[2].v[2][0] = (float)backface;
+ brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
+
+ // 1-2 side
+ brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[3].v[2][0] = (float)backface;
+ brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
+
+ // 2-0 side
+ brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[4].v[2][0] = (float)backface;
+ brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
+ break;
+ default:
+ // back
+ brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[1].v[0][2] = (float)backface;
+
+ brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[1].v[1][2] = (float)backface;
+
+ brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[1].v[2][2] = (float)backface;
+
+ // 0-1 side
+ brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[2].v[2][2] = (float)backface;
+
+ // 1-2 side
+ brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
+ brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
+ brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
+
+ brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[3].v[2][2] = (float)backface;
+
+ // 2-0 side
+ brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
+ brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
+ brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
+
+ brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
+
+ brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
+ brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
+ brush.face[4].v[2][2] = (float)backface;
+ }
+
+ for ( j = 0; j < 5; j++ )
+ {
+ strcpy( brush.face[j].texture,
+ ( strlen( texture1 ) ? texture1 : texture0 ) );
+ brush.face[j].Shift[0] = (float)TexOffset[0];
+ brush.face[j].Shift[1] = (float)TexOffset[1];
+ brush.face[j].Rotate = 0.;
+ brush.face[j].Scale[0] = (float)TexScale[0];
+ brush.face[j].Scale[1] = (float)TexScale[1];
+ brush.face[j].Contents = contents;
+ if ( surf ) {
+ brush.face[j].Surface = 0;
+ }
+ else{
+ brush.face[j].Surface = SURF_HINT;
+ }
+ brush.face[j].Value = 0;
+ }
+
+ if ( CheckAngle ) {
+ XYZVectorSubtract( brush.face[0].v[2],brush.face[0].v[0],t[0] );
+ XYZVectorSubtract( brush.face[0].v[1],brush.face[0].v[2],t[1] );
+ CrossProduct( t[0],t[1],SurfNormal );
+ VectorNormalize( SurfNormal,SurfNormal );
+ if ( DotProduct( SurfNormal,PlaneNormal ) < Steep ) {
+ strcpy( brush.face[0].texture,texture2 );
+ }
+ else{
+ strcpy( brush.face[0].texture,texture0 );
+ }
+ }
+ else{
+ strcpy( brush.face[0].texture,texture0 );
+ }
+
+ if ( surf ) {
+ brush.face[0].Value = ArghRad2;
+ }
+ MakeBrush( &brush );
+ }
+ CloseFuncGroup();
+
+} // end MakeBrushes
+//=================================================================
+void MapOut( int NumNodes,int NumTris, NODE *Node, TRI *Tri ){
+ extern double backface;
+ extern double xmin, xmax, ymin, ymax, zmin, zmax;
+ BRUSH brush;
+ char hint[32], skip[32];
+ int i, j;
+ int face;
+ /*
+ ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
+ SetCursor(ghCursorCurrent);
+ */
+ UseDetail = 1; // this is temporary
+ MakeBrushes( NumTris,Node,Tri,TRUE,0,Texture[Game][0],Texture[Game][1],Texture[Game][2] );
+
+ if ( AddHints || GimpHints ) {
+ switch ( Game )
+ {
+ case SIN:
+ strcpy( hint,"generic/misc/hint" );
+ strcpy( skip,"generic/misc/skip" );
+ break;
+ case HALFLIFE:
+ strcpy( hint,"HINT" );
+ strcpy( skip,"HINT" );
+ break;
+ case HERETIC2:
+ strcpy( hint,"general/hint" );
+ strcpy( skip,"general/skip" );
+ break;
+ case KINGPIN:
+ strcpy( hint,"common/0_hint" );
+ strcpy( skip,"common/0_skip" );
+ break;
+ case QUAKE3:
+ strcpy( hint,"common/hint" );
+ strcpy( skip,"common/skip" );
+ break;
+ default:
+ strcpy( hint,"e1u1/hint" );
+ strcpy( skip,"e1u1/skip" );
+ }
+ }
+
+ if ( GimpHints ) {
+ MakeBrushes( NumTris,Node,Tri,FALSE,HINT_OFFSET,hint,hint,hint );
+ }
+
+ if ( AddHints == 1 ) {
+ int j0, j1, j2, k, k0, k1;
+ int q[4];
+ int w,h,h0,h1,t,OK;
+ float s[3];
+ double front;
+ int MaxHints; // We don't want a whole slew of hint brushes, which we'd get
+ // with low decimation values and our current placement scheme.
+ // Limit number of hint brushes to number of undecimated grid
+ // squares.
+
+ switch ( Plane )
+ {
+ case PLANE_XY1:
+ front = LessThan( zmin,32. );
+ break;
+ case PLANE_XZ0:
+ front = MoreThan( ymax,32. );
+ break;
+ case PLANE_XZ1:
+ front = LessThan( ymin,32. );
+ break;
+ case PLANE_YZ0:
+ front = MoreThan( xmax,32. );
+ break;
+ case PLANE_YZ1:
+ front = LessThan( xmin,32. );
+ break;
+ default:
+ front = MoreThan( zmax,32. );
+ }
+
+ for ( i = 0; i < NumTris; i++ )
+ Tri[i].flag = 0;
+
+ switch ( Plane )
+ {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ j0 = 1;
+ j1 = 0;
+ j2 = 2;
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ j0 = 0;
+ j1 = 1;
+ j2 = 2;
+ break;
+ default:
+ j0 = 2;
+ j1 = 0;
+ j2 = 1;
+ }
+
+ brush.Number = 0;
+ brush.NumFaces = 6;
+ MaxHints = NH * NV - 1;
+ for ( w = 1; w < min( 16,NH ) && brush.Number < MaxHints; w++ )
+ {
+ for ( h = max( 1,w / 2 ); h < min( 16,NV ) && brush.Number < MaxHints; h++ )
+ {
+ for ( i = 0; i <= NH - w && brush.Number < MaxHints; i++ )
+ {
+ for ( j = 0; j <= NV - h && brush.Number < MaxHints; j++ )
+ {
+ q[0] = i * NVP1 + j;
+ q[2] = q[0] + w * NVP1 + h;
+ switch ( Plane )
+ {
+ case PLANE_XY1:
+ case PLANE_XZ0:
+ case PLANE_YZ1:
+ q[1] = q[0] + h;
+ q[3] = q[2] - h;
+ break;
+ default:
+ q[1] = q[2] - h;
+ q[3] = q[0] + h;
+ }
+ for ( k = 0, OK = 1; k < NumTris && OK; k++ )
+ {
+ if ( Tri[k].min[j1] >= max( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
+ continue;
+ }
+ if ( Tri[k].min[j2] >= max( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
+ continue;
+ }
+ if ( Tri[k].max[j1] <= min( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
+ continue;
+ }
+ if ( Tri[k].max[j2] <= min( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
+ continue;
+ }
+
+ for ( h0 = 0; h0 < 4 && OK; h0++ )
+ {
+ h1 = ( h0 + 1 ) % 4;
+ for ( t = 0; t < 3 && OK; t++ )
+ {
+ s[t] = side( Node[q[h0]].p[j1],Node[q[h0]].p[j2],
+ Node[q[h1]].p[j1],Node[q[h1]].p[j2],
+ Node[Tri[k].v[t]].p[j1],Node[Tri[k].v[t]].p[j2] );
+ }
+ if ( ( s[1] > 0 || s[2] > 0 ) && s[0] < 0 ) {
+ OK = 0;
+ }
+ if ( ( s[2] > 0 || s[0] > 0 ) && s[1] < 0 ) {
+ OK = 0;
+ }
+ if ( ( s[0] > 0 || s[1] > 0 ) && s[2] < 0 ) {
+ OK = 0;
+ }
+ }
+ }
+ if ( !OK ) {
+ continue;
+ }
+ switch ( Plane )
+ {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ // front
+ brush.face[0].v[0][0] = Node[q[2]].p[0];
+ brush.face[0].v[0][1] = (float)front;
+ brush.face[0].v[0][2] = Node[q[2]].p[2];
+
+ brush.face[0].v[1][0] = Node[q[1]].p[0];
+ brush.face[0].v[1][1] = (float)front;
+ brush.face[0].v[1][2] = Node[q[1]].p[2];
+
+ brush.face[0].v[2][0] = Node[q[0]].p[0];
+ brush.face[0].v[2][1] = (float)front;
+ brush.face[0].v[2][2] = Node[q[0]].p[2];
+
+ // back
+ brush.face[1].v[0][0] = Node[q[0]].p[0];
+ brush.face[1].v[0][1] = (float)backface;
+ brush.face[1].v[0][2] = Node[q[0]].p[2];
+
+ brush.face[1].v[1][0] = Node[q[1]].p[0];
+ brush.face[1].v[1][1] = (float)backface;
+ brush.face[1].v[1][2] = Node[q[1]].p[2];
+
+ brush.face[1].v[2][0] = Node[q[2]].p[0];
+ brush.face[1].v[2][1] = (float)backface;
+ brush.face[1].v[2][2] = Node[q[2]].p[2];
+
+ for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
+ {
+ k = k0 + 2;
+ k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
+
+ brush.face[k].v[0][0] = Node[q[k0]].p[0];
+ brush.face[k].v[0][1] = (float)front;
+ brush.face[k].v[0][2] = Node[q[k0]].p[2];
+
+ brush.face[k].v[1][0] = Node[q[k1]].p[0];
+ brush.face[k].v[1][1] = (float)front;
+ brush.face[k].v[1][2] = Node[q[k1]].p[2];
+
+ brush.face[k].v[2][0] = Node[q[k1]].p[0];
+ brush.face[k].v[2][1] = (float)backface;
+ brush.face[k].v[2][2] = Node[q[k1]].p[2];
+ }
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ // front
+ brush.face[0].v[0][0] = (float)front;
+ brush.face[0].v[0][1] = Node[q[2]].p[1];
+ brush.face[0].v[0][2] = Node[q[2]].p[2];
+
+ brush.face[0].v[1][0] = (float)front;
+ brush.face[0].v[1][1] = Node[q[1]].p[1];
+ brush.face[0].v[1][2] = Node[q[1]].p[2];
+
+ brush.face[0].v[2][0] = (float)front;
+ brush.face[0].v[2][1] = Node[q[0]].p[1];
+ brush.face[0].v[2][2] = Node[q[0]].p[2];
+
+ // back
+ brush.face[1].v[0][0] = (float)backface;
+ brush.face[1].v[0][1] = Node[q[0]].p[1];
+ brush.face[1].v[0][2] = Node[q[0]].p[2];
+
+ brush.face[1].v[1][0] = (float)backface;
+ brush.face[1].v[1][1] = Node[q[1]].p[1];
+ brush.face[1].v[1][2] = Node[q[1]].p[2];
+
+ brush.face[1].v[2][0] = (float)backface;
+ brush.face[1].v[2][1] = Node[q[2]].p[1];
+ brush.face[1].v[2][2] = Node[q[2]].p[2];
+
+ for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
+ {
+ k = k0 + 2;
+ k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
+
+ brush.face[k].v[0][0] = (float)front;
+ brush.face[k].v[0][1] = Node[q[k0]].p[1];
+ brush.face[k].v[0][2] = Node[q[k0]].p[2];
+
+ brush.face[k].v[1][0] = (float)front;
+ brush.face[k].v[1][1] = Node[q[k1]].p[1];
+ brush.face[k].v[1][2] = Node[q[k1]].p[2];
+
+ brush.face[k].v[2][0] = (float)backface;
+ brush.face[k].v[2][1] = Node[q[k1]].p[1];
+ brush.face[k].v[2][2] = Node[q[k1]].p[2];
+ }
+ break;
+ default:
+ // front
+ brush.face[0].v[0][0] = Node[q[2]].p[0];
+ brush.face[0].v[0][1] = Node[q[2]].p[1];
+ brush.face[0].v[0][2] = (float)front;
+
+ brush.face[0].v[1][0] = Node[q[1]].p[0];
+ brush.face[0].v[1][1] = Node[q[1]].p[1];
+ brush.face[0].v[1][2] = (float)front;
+
+ brush.face[0].v[2][0] = Node[q[0]].p[0];
+ brush.face[0].v[2][1] = Node[q[0]].p[1];
+ brush.face[0].v[2][2] = (float)front;
+
+ // back
+ brush.face[1].v[0][0] = Node[q[0]].p[0];
+ brush.face[1].v[0][1] = Node[q[0]].p[1];
+ brush.face[1].v[0][2] = (float)backface;
+
+ brush.face[1].v[1][0] = Node[q[1]].p[0];
+ brush.face[1].v[1][1] = Node[q[1]].p[1];
+ brush.face[1].v[1][2] = (float)backface;
+
+ brush.face[1].v[2][0] = Node[q[2]].p[0];
+ brush.face[1].v[2][1] = Node[q[2]].p[1];
+ brush.face[1].v[2][2] = (float)backface;
+
+ for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
+ {
+ k = k0 + 2;
+ k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
+
+ brush.face[k].v[0][0] = Node[q[k0]].p[0];
+ brush.face[k].v[0][1] = Node[q[k0]].p[1];
+ brush.face[k].v[0][2] = (float)front;
+
+ brush.face[k].v[1][0] = Node[q[k1]].p[0];
+ brush.face[k].v[1][1] = Node[q[k1]].p[1];
+ brush.face[k].v[1][2] = (float)front;
+
+ brush.face[k].v[2][0] = Node[q[k1]].p[0];
+ brush.face[k].v[2][1] = Node[q[k1]].p[1];
+ brush.face[k].v[2][2] = (float)backface;
+ }
+ break;
+ } // switch (Plane)
+ for ( face = 0; face < 6; face++ )
+ {
+ strcpy( brush.face[face].texture,( face <= 1 ? skip : hint ) );
+ brush.face[face].Shift[0] = 0;
+ brush.face[face].Shift[1] = 0;
+ brush.face[face].Rotate = 0.;
+ brush.face[face].Scale[0] = 1;
+ brush.face[face].Scale[1] = 1;
+ brush.face[face].Contents = CONTENTS_DETAIL;
+ brush.face[face].Surface = ( face <= 1 ? SURF_SKIP : SURF_HINT );
+ brush.face[face].Value = 0;
+ }
+ if ( !brush.Number ) {
+ OpenFuncGroup();
+ }
+ MakeBrush( &brush );
+ brush.Number++;
+ } // for(j=
+ } // for(i=
+ } // for(h=
+ } // for(w=
+ if ( brush.Number ) {
+ CloseFuncGroup();
+ }
+ }
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
+}
+//===========================================================================
+int CheckBorders( int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri ){
+ int border;
+ int i, j, k0, k1, N;
+ float angle[3];
+ TRI *Tri;
+
+ N = NumNodesUsed[0];
+ Tri = *pTri;
+ for ( i = 0; i < NumTris[0]; i++ )
+ {
+ EdgeOnSide( Tri[i].v,&k0,&border );
+ if ( border < 0 ) {
+ continue;
+ }
+ CalcAngles( Node, Tri[i].v, angle );
+ k1 = ( k0 + 1 ) % 3;
+ if ( ( angle[k0] < SLIVER_ANGLE ) || ( angle[k1] < SLIVER_ANGLE ) ) {
+ j = Bisect( Node, border, Tri[i].v[k0], Tri[i].v[k1] );
+ if ( j >= 0 ) {
+ if ( !Node[j].used ) { // Shouldn't be used, but...
+ NumNodesUsed[0]++;
+ Node[j].used++;
+ }
+ }
+ }
+ }
+ if ( NumNodesUsed[0] > N ) {
+ free( *pTri );
+ tricall( NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY" );
+ Tri = *pTri;
+ }
+ return ( NumNodesUsed[0] - N );
+}