/* BobToolz plugin for GtkRadiant Copyright (C) 2001 Gordon Biggans This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // DPatch.cpp: implementation of the DPatch class. // ////////////////////////////////////////////////////////////////////// #include "DPatch.h" #include #include "str.h" #include "scenelib.h" #include "ipatch.h" #include "misc.h" #include "./dialogs/dialogs-gtk.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// // Added patch merging, wahey! // // problem is, you cant put patches into entities as yet :( // DPatch::DPatch(){ width = MIN_PATCH_WIDTH; height = MIN_PATCH_HEIGHT; QER_entity = NULL; QER_brush = NULL; } DPatch::~DPatch(){ } void DPatch::SetTexture( const char *textureName ){ strcpy( texture, textureName ); } void CopyDrawVert( const drawVert_t* in, drawVert_t* out ){ out->lightmap[0] = in->lightmap[0]; out->lightmap[1] = in->lightmap[1]; out->st[0] = in->st[0]; out->st[1] = in->st[1]; VectorCopy( in->normal, out->normal ); VectorCopy( in->xyz, out->xyz ); } void DPatch::BuildInRadiant( scene::Node* entity ){ NodeSmartReference patch( GlobalPatchCreator().createPatch() ); scene::Node& parent = entity != 0 ? *entity : GlobalRadiant().getMapWorldEntity(); Node_getTraversable( parent )->insert( patch ); GlobalPatchCreator().Patch_setShader( patch, texture ); GlobalPatchCreator().Patch_resize( patch, height, width ); PatchControlMatrix matrix = GlobalPatchCreator().Patch_getControlPoints( patch ); for ( int x = 0; x < width; x++ ) { for ( int y = 0; y < height; y++ ) { PatchControl& p = matrix( x, y ); p.m_vertex[0] = points[x][y].xyz[0]; p.m_vertex[1] = points[x][y].xyz[1]; p.m_vertex[2] = points[x][y].xyz[2]; p.m_texcoord[0] = points[x][y].st[0]; p.m_texcoord[1] = points[x][y].st[1]; } } GlobalPatchCreator().Patch_controlPointsChanged( patch ); QER_entity = entity; QER_brush = patch.get_pointer(); #if 0 int nIndex = g_FuncTable.m_pfnCreatePatchHandle(); //$ FIXME: m_pfnGetPatchHandle patchMesh_t* pm = g_FuncTable.m_pfnGetPatchData( nIndex ); b->patchBrush = true; b->pPatch = Patch_Alloc(); b->pPatch->setDims( width,height ); for ( int x = 0; x < width; x++ ) for ( int y = 0; y < height; y++ ) CopyDrawVert( &points[x][y], &pm->ctrl[x][y] ); /* if(entity) { // strcpy(pm->d_texture->name, texture); brush_t* brush = (brush_t*)g_FuncTable.m_pfnCreateBrushHandle(); brush->patchBrush = true; brush->pPatch = pm; pm->pSymbiot = brush; pm->bSelected = false; pm->bOverlay = false; // bleh, f*cks up, just have to wait for a proper function pm->bDirty = true; // or get my own patch out.... pm->nListID = -1; g_FuncTable.m_pfnCommitBrushHandleToEntity(brush, entity); } else*/ // patch to entity just plain dont work atm if ( entity ) { g_FuncTable.m_pfnCommitPatchHandleToEntity( nIndex, pm, texture, entity ); } else{ g_FuncTable.m_pfnCommitPatchHandleToMap( nIndex, pm, texture ); } QER_brush = pm->pSymbiot; #endif } void DPatch::LoadFromPatch( scene::Instance& patch ){ QER_entity = patch.path().parent().get_pointer(); QER_brush = patch.path().top().get_pointer(); PatchControlMatrix matrix = GlobalPatchCreator().Patch_getControlPoints( patch.path().top() ); width = static_cast( matrix.x() ); height = static_cast( matrix.y() ); for ( int x = 0; x < width; x++ ) { for ( int y = 0; y < height; y++ ) { PatchControl& p = matrix( x, y ); points[x][y].xyz[0] = p.m_vertex[0]; points[x][y].xyz[1] = p.m_vertex[1]; points[x][y].xyz[2] = p.m_vertex[2]; points[x][y].st[0] = p.m_texcoord[0]; points[x][y].st[1] = p.m_texcoord[1]; } } SetTexture( GlobalPatchCreator().Patch_getShader( patch.path().top() ) ); #if 0 SetTexture( brush->pPatch->GetShader() ); width = brush->pPatch->getWidth(); height = brush->pPatch->getHeight(); for ( int x = 0; x < height; x++ ) { for ( int y = 0; y < width; y++ ) { float *p = brush->pPatch->ctrlAt( ROW,x,y ); p[0] = points[x][y].xyz[0]; p[1] = points[x][y].xyz[1]; p[2] = points[x][y].xyz[2]; p[3] = points[x][y].st[0]; p[4] = points[x][y].st[1]; } } #endif } bool DPatch::ResetTextures( const char *oldTextureName, const char *newTextureName ){ if ( !oldTextureName || !strcmp( texture, oldTextureName ) ) { strcpy( texture, newTextureName ); return true; } return false; } void Build1dArray( vec3_t* array, drawVert_t points[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT], int startX, int startY, int number, bool horizontal, bool inverse ){ int x = startX, y = startY, i, step; if ( inverse ) { step = -1; } else{ step = 1; } for ( i = 0; i < number; i++ ) { VectorCopy( points[x][y].xyz, array[i] ); if ( horizontal ) { x += step; } else{ y += step; } } } void Print1dArray( vec3_t* array, int size ){ for ( int i = 0; i < size; i++ ) globalOutputStream() << "(" << array[i][0] << " " << array[i][1] << " " << array[i][2] << ")\t"; globalOutputStream() << "\n"; } bool Compare1dArrays( vec3_t* a1, vec3_t* a2, int size ){ int i; bool equal = true; for ( i = 0; i < size; i++ ) { if ( !VectorCompare( a1[i], a2[size - i - 1] ) ) { equal = false; break; } } return equal; } patch_merge_t DPatch::IsMergable( DPatch *other ){ int i, j; vec3_t p1Array[4][MAX_PATCH_HEIGHT]; vec3_t p2Array[4][MAX_PATCH_HEIGHT]; int p1ArraySizes[4]; int p2ArraySizes[4]; patch_merge_t merge_info; Build1dArray( p1Array[0], this->points, 0, 0, this->width, true, false ); Build1dArray( p1Array[1], this->points, this->width - 1, 0, this->height, false, false ); Build1dArray( p1Array[2], this->points, this->width - 1, this->height - 1, this->width, true, true ); Build1dArray( p1Array[3], this->points, 0, this->height - 1, this->height, false, true ); Build1dArray( p2Array[0], other->points, 0, 0, other->width, true, false ); Build1dArray( p2Array[1], other->points, other->width - 1, 0, other->height, false, false ); Build1dArray( p2Array[2], other->points, other->width - 1, other->height - 1, other->width, true, true ); Build1dArray( p2Array[3], other->points, 0, other->height - 1, other->height, false, true ); p1ArraySizes[0] = this->width; p1ArraySizes[1] = this->height; p1ArraySizes[2] = this->width; p1ArraySizes[3] = this->height; p2ArraySizes[0] = other->width; p2ArraySizes[1] = other->height; p2ArraySizes[2] = other->width; p2ArraySizes[3] = other->height; for ( i = 0; i < 4; i++ ) { for ( j = 0; j < 4; j++ ) { if ( p1ArraySizes[i] == p2ArraySizes[j] ) { if ( Compare1dArrays( p1Array[i], p2Array[j], p1ArraySizes[i] ) ) { merge_info.pos1 = i; merge_info.pos2 = j; merge_info.mergable = true; return merge_info; } } } } merge_info.mergable = false; return merge_info; } DPatch* DPatch::MergePatches( patch_merge_t merge_info, DPatch *p1, DPatch *p2 ){ while ( merge_info.pos1 != 2 ) { p1->Transpose(); merge_info.pos1--; if ( merge_info.pos1 < 0 ) { merge_info.pos1 += 4; } } while ( merge_info.pos2 != 0 ) { p2->Transpose(); merge_info.pos2--; if ( merge_info.pos2 < 0 ) { merge_info.pos2 += 3; } } int newHeight = p1->height + p2->height - 1; if ( newHeight > MAX_PATCH_HEIGHT ) { return NULL; } DPatch* newPatch = new DPatch(); newPatch->height = newHeight; newPatch->width = p1->width; newPatch->SetTexture( p1->texture ); for ( int y = 0; y < p1->height; y++ ) for ( int x = 0; x < p1->width; x++ ) newPatch->points[x][y] = p1->points[x][y]; for ( int y = 1; y < p2->height; y++ ) for ( int x = 0; x < p2->width; x++ ) newPatch->points[x][( y + p1->height - 1 )] = p2->points[x][y]; // newPatch->Invert(); return newPatch; } void DPatch::Invert(){ int i, j; for ( i = 0 ; i < width ; i++ ) { for ( j = 0; j < height / 2; j++ ) { std::swap( points[i][height - 1 - j], points[i][j] ); } } } /* //Was used for debugging, obsolete function DPatch* DPatch::TransposePatch(DPatch *p1) { globalOutputStream() << "Source patch "; p1->DebugPrint(); p1->Transpose(); globalOutputStream() << "Transposed"; p1->DebugPrint(); DPatch* newPatch = new DPatch(); newPatch->height = p1->height; newPatch->width = p1->width; newPatch->SetTexture(p1->texture); for(int x = 0; x < p1->height; x++) { for(int y = 0; y < p1->width; y++) { newPatch->points[x][y] = p1->points[x][y]; } } return newPatch; } //Function to figure out what is actually going wrong. void DPatch::DebugPrint() { globalOutputStream() << "width: " << width << "\theight: " << height << "\n"; for(int x = 0; x < height; x++) { for(int y = 0; y < width; y++) { globalOutputStream() << "\t(" << points[x][y].xyz[0] << " " << points[x][y].xyz[1] << " " << points[x][y].xyz[2] << ")\t"; } globalOutputStream() << "\n"; } } */ void DPatch::Transpose(){ int i, j, w; if ( width > height ) { for ( i = 0 ; i < height ; i++ ) { for ( j = i + 1 ; j < width ; j++ ) { if ( j < height ) { // swap the value std::swap( points[j][i], points[i][j] ); } else { // just copy points[i][j] = points[j][i]; } } } } else { for ( i = 0 ; i < width ; i++ ) { for ( j = i + 1 ; j < height ; j++ ) { if ( j < width ) { // swap the value std::swap( points[i][j], points[j][i] ); } else { // just copy points[j][i] = points[i][j]; } } } } w = width; width = height; height = w; Invert(); } std::list DPatch::SplitCols(){ std::list patchList; int i; int x, y; if ( height >= 5 ) { for ( i = 0; i < ( height - 1 ) / 2; i++ ) { DPatch p; p.width = width; p.height = MIN_PATCH_HEIGHT; p.SetTexture( texture ); for ( x = 0; x < p.width; x++ ) { for ( y = 0; y < MIN_PATCH_HEIGHT; y++ ) { p.points[x][y] = points[x][( i * 2 ) + y]; } } patchList.push_back( p ); } } else { //globalErrorStream() << "bobToolz SplitPatchRows: Patch has not enough rows for splitting.\n"; patchList.push_back( *this ); } return patchList; } std::list DPatch::SplitRows(){ std::list patchList; int i; int x, y; if ( width >= 5 ) { for ( i = 0; i < ( width - 1 ) / 2; i++ ) { DPatch p; p.width = MIN_PATCH_WIDTH; p.height = height; p.SetTexture( texture ); for ( x = 0; x < MIN_PATCH_WIDTH; x++ ) { for ( y = 0; y < p.height; y++ ) { p.points[x][y] = points[( i * 2 ) + x][y]; } } patchList.push_back( p ); } } else { patchList.push_back( *this ); } return patchList; } std::list DPatch::Split(){ std::list patchList; int i; int x, y; if ( width >= 5 ) { std::list patchColList = SplitCols(); for ( std::list::iterator patchesCol = patchColList.begin(); patchesCol != patchColList.end(); patchesCol++ ) { std::list patchRowList = ( *patchesCol ).SplitRows(); for ( std::list::iterator patchesRow = patchRowList.begin(); patchesRow != patchRowList.end(); patchesRow++ ) { patchList.push_front( *patchesRow ); } } } else if ( height >= 5 ) { std::list patchRowList = SplitRows(); for ( std::list::iterator patchesRow = patchRowList.begin(); patchesRow != patchRowList.end(); patchesRow++ ) { patchList.push_front( *patchesRow ); } } else { //globalErrorStream() << "bobToolz SplitPatchRows: Patch has not enough rows for splitting.\n"; patchList.push_back( *this ); } return patchList; }