/* BobToolz plugin for GtkRadiant Copyright (C) 2001 Gordon Biggans This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "StdAfx.h" #include "shapes.h" #include "gtkr_list.h" #include "DPoint.h" #include "DPlane.h" #include "str.h" #include "misc.h" #include "funchandlers.h" #include "iundo.h" #include "refcounted_ptr.h" #include #include #include #include #include "scenelib.h" //#include "dialogs-gtk.h" /************************ Cube Diagram ************************/ /* 7 ----- 5 /| /| / | / | / | / | 4 ----- 6 | | 2|_|___|8 | / | / | / | / ----> WEST, definitely |/ | / 1|_____|/3 */ /************************ Global Variables ************************/ vec3_t g_Origin = {0.0f, 0.0f, 0.0f}; extern bool bFacesAll[]; /************************ Helper Functions ************************/ float Deg2Rad(float angle) { return (float)(angle*Q_PI/180); } void AddFaceWithTexture(scene::Node* brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail) { _QERFaceData faceData; FillDefaultTexture(&faceData, va, vb, vc, texture); if(detail) faceData.m_texdef.contents |= FACE_DETAIL; #if 0 brush->m_brush->addPlane(faceData.m_p0, faceData.m_p1, faceData.m_p2, faceData.m_texdef); #endif } void AddFaceWithTextureScaled(scene::Node* brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool bVertScale, bool bHorScale, float minX, float minY, float maxX, float maxY) { qtexture_t* pqtTexInfo; // TTimo: there used to be a call to pfnHasShader here // this was not necessary. In Radiant everything is shader. // If a texture doesn't have a shader script, a default shader object is used. // The IShader object was leaking also // collect texture info: sizes, etc IShader* i = QERApp_Shader_ForName(texture); pqtTexInfo = i->getTexture(); // shader width/height doesn't come out properly if(pqtTexInfo) { float scale[2] = {0.5f, 0.5f}; float shift[2] = {0, 0}; if(bHorScale) { int texWidth = pqtTexInfo->width; float width = maxX - minX; scale[0] = width/texWidth; shift[0] = -(float)((int)maxX%(int)width)/scale[0]; } if(bVertScale) { int texHeight = pqtTexInfo->height; float height = maxY - minY; scale[1] = height/texHeight; shift[1] = (float)((int)minY%(int)height)/scale[1]; } _QERFaceData addFace; FillDefaultTexture(&addFace, va, vb, vc, texture); addFace.m_texdef.scale[0] = scale[0]; addFace.m_texdef.scale[1] = scale[1]; addFace.m_texdef.shift[0] = shift[0]; addFace.m_texdef.shift[1] = shift[1]; #if 0 brush->m_brush->addPlane(addFace.m_p0, addFace.m_p1, addFace.m_p2, addFace.m_texdef); #endif } else { // shouldn't even get here, as default missing texture should be returned if // texture doesn't exist, but just in case AddFaceWithTexture(brush, va, vb, vc, texture, FALSE); Sys_ERROR("BobToolz::Invalid Texture Name-> %s", texture); } // the IShader is not kept referenced, DecRef it i->DecRef(); } /************************ --Main Functions-- ************************/ void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp) { scene::Node* newBrush = Brush_AllocNode(); vec3_t v1, v2, v3, v5, v6, v7, v8; VectorCopy(min, v1); VectorCopy(min, v2); VectorCopy(min, v3); VectorCopy(max, v5); VectorCopy(max, v6); VectorCopy(max, v7); VectorCopy(max, v8); v2[0] = max[0]; v3[1] = max[1]; v6[0] = min[0]; v7[1] = min[1]; v8[2] = min[2]; if(bUp) { if(dir != MOVE_EAST) AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", FALSE); if(dir != MOVE_WEST) AddFaceWithTexture(newBrush, v7, v5, v8, "textures/common/caulk", FALSE); if(dir != MOVE_NORTH) AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", FALSE); if(dir != MOVE_SOUTH) AddFaceWithTexture(newBrush, v3, v8, v6, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush, v1, v2, v3, "textures/common/caulk", FALSE); if(dir == MOVE_EAST) AddFaceWithTexture(newBrush, v1, v3, v5, "textures/common/caulk", FALSE); if(dir == MOVE_WEST) AddFaceWithTexture(newBrush, v2, v6, v8, "textures/common/caulk", FALSE); if(dir == MOVE_NORTH) AddFaceWithTexture(newBrush, v1, v6, v5, "textures/common/caulk", FALSE); if(dir == MOVE_SOUTH) AddFaceWithTexture(newBrush, v7, v3, v8, "textures/common/caulk", FALSE); } else { if(dir != MOVE_WEST) AddFaceWithTexture(newBrush, v7, v5, v8, "textures/common/caulk", FALSE); if(dir != MOVE_EAST) AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", FALSE); if(dir != MOVE_NORTH) AddFaceWithTexture(newBrush, v3, v8, v6, "textures/common/caulk", FALSE); if(dir != MOVE_SOUTH) AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush, v6, v5, v7, "textures/common/caulk", FALSE); if(dir == MOVE_WEST) AddFaceWithTexture(newBrush, v1, v5, v3, "textures/common/caulk", FALSE); if(dir == MOVE_EAST) AddFaceWithTexture(newBrush, v2, v8, v6, "textures/common/caulk", FALSE); if(dir == MOVE_NORTH) AddFaceWithTexture(newBrush, v1, v5, v6, "textures/common/caulk", FALSE); if(dir == MOVE_SOUTH) AddFaceWithTexture(newBrush, v7, v8, v3, "textures/common/caulk", FALSE); } GetWorldspawn()->m_traverse->insert(newBrush); } //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- void Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail) { scene::Node* newBrush = Brush_AllocNode(); //----- Build Outer Bounds --------- vec3_t v1, v2, v3, v5, v6, v7, v8; VectorCopy(min, v1); VectorCopy(min, v2); VectorCopy(min, v3); VectorCopy(max, v5); VectorCopy(max, v6); VectorCopy(max, v7); VectorCopy(max, v8); v2[0] = max[0]; v3[1] = max[1]; v6[0] = min[0]; v7[1] = min[1]; v8[2] = min[2]; //v8 needed this time, becoz of sloping faces (2-4-6-8) //---------------------------------- AddFaceWithTexture(newBrush, v6, v5, v7, mainTexture, detail); if(dir != MOVE_EAST) { if(dir == MOVE_WEST) AddFaceWithTexture(newBrush, v5, v2, v7, riserTexture, detail); else AddFaceWithTexture(newBrush, v5, v2, v7, "textures/common/caulk", detail); } if(dir != MOVE_WEST) { if(dir == MOVE_EAST) AddFaceWithTexture(newBrush, v1, v3, v6, riserTexture, detail); else AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", detail); } if(dir != MOVE_NORTH) { if(dir == MOVE_SOUTH) AddFaceWithTexture(newBrush, v3, v5, v6, riserTexture, detail); else AddFaceWithTexture(newBrush, v3, v5, v6, "textures/common/caulk", detail); } if(dir != MOVE_SOUTH) { if(dir == MOVE_NORTH) AddFaceWithTexture(newBrush, v1, v7, v2, riserTexture, detail); else AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", detail); } if(dir == MOVE_EAST) AddFaceWithTexture(newBrush, v1, v5, v3, "textures/common/caulk", detail); if(dir == MOVE_WEST) AddFaceWithTexture(newBrush, v2, v8, v6, "textures/common/caulk", detail); if(dir == MOVE_NORTH) AddFaceWithTexture(newBrush, v1, v5, v6, "textures/common/caulk", detail); if(dir == MOVE_SOUTH) AddFaceWithTexture(newBrush, v7, v8, v3, "textures/common/caulk", detail); GetWorldspawn()->m_traverse->insert(newBrush); } //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- // internal use only, to get a box without finishing construction scene::Node* Build_Get_BoundingCube_Selective(vec3_t min, vec3_t max, char* texture, bool* useFaces) { scene::Node* newBrush = Brush_AllocNode(); //----- Build Outer Bounds --------- vec3_t v1, v2, v3, v5, v6, v7; VectorCopy(min, v1); VectorCopy(min, v2); VectorCopy(min, v3); VectorCopy(max, v5); VectorCopy(max, v6); VectorCopy(max, v7); v2[0] = max[0]; v3[1] = max[1]; v6[0] = min[0]; v7[1] = min[1]; //---------------------------------- //----- Add Six Cube Faces --------- if(useFaces[0]) AddFaceWithTexture(newBrush, v1, v2, v3, texture, FALSE); if(useFaces[1]) AddFaceWithTexture(newBrush, v1, v3, v6, texture, FALSE); if(useFaces[2]) AddFaceWithTexture(newBrush, v1, v7, v2, texture, FALSE); if(useFaces[3]) AddFaceWithTexture(newBrush, v5, v6, v3, texture, FALSE); if(useFaces[4]) AddFaceWithTexture(newBrush, v5, v2, v7, texture, FALSE); if(useFaces[5]) AddFaceWithTexture(newBrush, v5, v7, v6, texture, FALSE); //---------------------------------- return newBrush; } scene::Node* Build_Get_BoundingCube(vec3_t min, vec3_t max, char* texture) { return Build_Get_BoundingCube_Selective(min, max, texture, bFacesAll); } //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- void Build_StairStep(vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction) { scene::Node* newBrush = Brush_AllocNode(); //----- Build Outer Bounds --------- vec3_t v1, v2, v3, v5, v6, v7; VectorCopy(min, v1); VectorCopy(min, v2); VectorCopy(min, v3); VectorCopy(max, v5); VectorCopy(max, v6); VectorCopy(max, v7); v2[0] = max[0]; v3[1] = max[1]; v6[0] = min[0]; v7[1] = min[1]; //---------------------------------- AddFaceWithTexture(newBrush, v6, v5, v7, mainTexture, FALSE); // top gets current texture if(direction == MOVE_EAST) AddFaceWithTexture(newBrush, v1, v3, v6, riserTexture, FALSE); else AddFaceWithTexture(newBrush, v1, v3, v6, "textures/common/caulk", FALSE); // west facing side, etc... if(direction == MOVE_NORTH) AddFaceWithTexture(newBrush, v1, v7, v2, riserTexture, FALSE); else AddFaceWithTexture(newBrush, v1, v7, v2, "textures/common/caulk", FALSE); if(direction == MOVE_SOUTH) AddFaceWithTexture(newBrush, v3, v5, v6, riserTexture, FALSE); else AddFaceWithTexture(newBrush, v3, v5, v6, "textures/common/caulk", FALSE); if(direction == MOVE_WEST) AddFaceWithTexture(newBrush, v7, v5, v2, riserTexture, FALSE); else AddFaceWithTexture(newBrush, v7, v5, v2, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush, v1, v2, v3, "textures/common/caulk", FALSE); // base is caulked GetWorldspawn()->m_traverse->insert(newBrush); // finish brush } //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction) { int xy; if(direction == 0) xy = 0; else xy = 1; //----- Build Outer Bounds --------- vec3_t v1, v2, v3, v5, v6, v7, ve_1, ve_2, ve_3; VectorCopy(min, v1); VectorCopy(min, v2); VectorCopy(min, v3); VectorCopy(max, v5); VectorCopy(max, v6); VectorCopy(max, v7); v2[0] = max[0]; v3[1] = max[1]; v6[0] = min[0]; v7[1] = min[1]; float width = (max[xy] - min[xy])/2; if(direction == 0) { VectorCopy(v1, ve_1); VectorCopy(v3, ve_2); VectorCopy(v6, ve_3); } else { VectorCopy(v7, ve_1); VectorCopy(v1, ve_2); VectorCopy(v2, ve_3); } ve_1[xy] += width; ve_2[xy] += width; ve_3[xy] += width; //---------------------------------- scene::Node* newBrush1 = Brush_AllocNode(); scene::Node* newBrush2 = Brush_AllocNode(); AddFaceWithTexture(newBrush1, v1, v2, v3, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush1, v5, v7, v6, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush2, v1, v2, v3, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush2, v5, v7, v6, "textures/common/caulk", FALSE); if(direction == 0) { AddFaceWithTexture(newBrush1, v1, v3, v6, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush2, v5, v2, v7, "textures/common/caulk", FALSE); } else { AddFaceWithTexture(newBrush1, v1, v7, v2, "textures/common/caulk", FALSE); AddFaceWithTexture(newBrush2, v5, v6, v3, "textures/common/caulk", FALSE); } if(direction == 0) { AddFaceWithTextureScaled(newBrush1, v1, v7, v2, mainTexture, bSclMainVert, bSclMainHor, min[0], min[2], max[0], max[2]); AddFaceWithTextureScaled(newBrush1, v5, v6, v3, mainTexture, bSclMainVert, bSclMainHor, max[0], min[2], min[0], max[2]); AddFaceWithTextureScaled(newBrush2, v1, v7, v2, mainTexture, bSclMainVert, bSclMainHor, min[0], min[2], max[0], max[2]); AddFaceWithTextureScaled(newBrush2, v5, v6, v3, mainTexture, bSclMainVert, bSclMainHor, max[0], min[2], min[0], max[2]); // flip max/min to reverse tex dir AddFaceWithTextureScaled(newBrush1, ve_3, ve_2, ve_1, trimTexture, bSclTrimVert, bSclTrimHor, min[1], min[2], max[1], max[2]); AddFaceWithTextureScaled(newBrush2, ve_1, ve_2, ve_3, trimTexture, bSclTrimVert, bSclTrimHor, max[1], min[2], min[1], max[2]); } else { AddFaceWithTextureScaled(newBrush1, v1, v3, v6, mainTexture, bSclMainVert, bSclMainHor, min[1], min[2], max[1], max[2]); AddFaceWithTextureScaled(newBrush1, v5, v2, v7, mainTexture, bSclMainVert, bSclMainHor, max[1], min[2], min[1], max[2]); AddFaceWithTextureScaled(newBrush2, v1, v3, v6, mainTexture, bSclMainVert, bSclMainHor, min[1], min[2], max[1], max[2]); AddFaceWithTextureScaled(newBrush2, v5, v2, v7, mainTexture, bSclMainVert, bSclMainHor, max[1], min[2], min[1], max[2]); // flip max/min to reverse tex dir AddFaceWithTextureScaled(newBrush1, ve_1, ve_2, ve_3, trimTexture, bSclTrimVert, bSclTrimHor, min[0], min[2], max[0], max[2]); AddFaceWithTextureScaled(newBrush2, ve_3, ve_2, ve_1, trimTexture, bSclTrimVert, bSclTrimHor, max[0], min[2], min[0], max[2]); } //---------------------------------- scene::Node* pEDoor1 = GlobalEntityCreator().createEntity("func_door"); scene::Node* pEDoor2 = GlobalEntityCreator().createEntity("func_door"); if(direction == 0) { pEDoor1->m_entity->setkeyvalue("angle", "180"); pEDoor2->m_entity->setkeyvalue("angle", "360"); } else { pEDoor1->m_entity->setkeyvalue("angle", "270"); pEDoor2->m_entity->setkeyvalue("angle", "90"); } srand((unsigned)time(NULL)); char teamname[256]; sprintf(teamname, "t%i", rand()); pEDoor1->m_entity->setkeyvalue("team", teamname); pEDoor2->m_entity->setkeyvalue("team", teamname); pEDoor1->m_traverse->insert(newBrush1); pEDoor2->m_traverse->insert(newBrush2); GlobalSceneGraph().root()->m_traverse->insert(pEDoor1); GlobalSceneGraph().root()->m_traverse->insert(pEDoor2); // ResetCurrentTexture(); } //----------------------------------------------------------------------------------- //----------------------------------------------------------------------------------- void MakeBevel(vec3_t vMin, vec3_t vMax) { scene::Node* patch = Patch_AllocNode(); aabb_t aabb; aabb_construct_for_vec3(&aabb, vMin, vMax); #if 0 patch->m_patch->ConstructPrefab(&aabb, eBevel, 2); // 2 == XY view #endif GetWorldspawn()->m_traverse->insert(patch); } void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex) { vec3_t* topPoints = new vec3_t[nSteps+1]; vec3_t* botPoints = new vec3_t[nSteps+1]; bool bFacesUse[6] = {TRUE, TRUE, FALSE, TRUE, FALSE, FALSE}; vec3_t centre; VectorCopy(vMin, centre); centre[0] = vMax[0]; int height = (int)(vMax[2] - vMin[2]) / nSteps; vec3_t vTop, vBot; VectorCopy(vMax, vTop); VectorCopy(vMin, vBot); vTop[2] = vMin[2] + height; int i; for(i = 0; i <= nSteps; i++) { VectorCopy(centre, topPoints[i]); VectorCopy(centre, botPoints[i]); topPoints[i][2] = vMax[2]; botPoints[i][2] = vMin[2]; topPoints[i][0] -= 10 * sinf( Q_PI * i / ( 2 * nSteps ) ); topPoints[i][1] += 10 * cosf( Q_PI * i / ( 2 * nSteps ) ); botPoints[i][0] = topPoints[i][0]; botPoints[i][1] = topPoints[i][1]; } vec3_t tp[3]; for(int j = 0; j < 3; j++) VectorCopy(topPoints[j], tp[j]); for(i = 0; i < nSteps; i++) { scene::Node* brush = Build_Get_BoundingCube_Selective(vBot, vTop, "textures/common/caulk", bFacesUse); for(int j = 0; j < 3; j++) tp[j][2] = vTop[2]; AddFaceWithTexture(brush, tp[2], tp[1], tp[0], mainTexture, FALSE); AddFaceWithTexture(brush, centre, botPoints[i+1], topPoints[i+1], "textures/common/caulk", FALSE); AddFaceWithTexture(brush, centre, topPoints[i], botPoints[i], riserTex, FALSE); GetWorldspawn()->m_traverse->insert(brush); vTop[2] += height; vBot[2] += height; } delete[] topPoints; delete[] botPoints; vMin[2] += height; vMax[2] += height; MakeBevel(vMin, vMax); }