static unsigned char* OpenBitmapFile ()
{
static unsigned char* OpenBitmapFile ()
{
- int bmWidth;
- int bmHeight;
- unsigned char bmPlanes;
- unsigned char bmBitsPixel;
- unsigned char m1,m2;
- unsigned long sizeimage;
- short res1,res2;
- long filesize, pixoff;
- long bmisize, compression;
- long xscale, yscale;
- long colors, impcol;
- unsigned long m_bytesRead = 0;
+#define INVALID_FORMAT do{\
+ fprintf(stderr,"%s:%d: Error file '%s' is malformed.\n",__FILE__,__LINE__,gbmp.name);\
+ fclose(fp);\
+ return NULL;\
+}while(0);
+
+ int32_t bmWidth;
+ int32_t bmHeight;
+ uint16_t bmPlanes;
+ uint16_t bmBitsPixel;
+ uint8_t m1,m2;
+ uint32_t sizeimage;
+ int16_t res1,res2;
+ int32_t filesize, pixoff;
+ int32_t bmisize, compression;
+ int32_t xscale, yscale;
+ int32_t colors, impcol;
+ uint32_t m_bytesRead = 0;
unsigned char *image;
FILE *fp;
fp = fopen (gbmp.name, "rb");
if (fp == NULL)
unsigned char *image;
FILE *fp;
fp = fopen (gbmp.name, "rb");
if (fp == NULL)
+ {
+ fprintf(stderr,"Error: Invalid filename '%s'\n",gbmp.name);
+ return NULL;
+ }
long rc;
rc = fread(&m1, 1, 1, fp);
m_bytesRead++;
if (rc == -1)
long rc;
rc = fread(&m1, 1, 1, fp);
m_bytesRead++;
if (rc == -1)
- {
- fclose(fp);
- return NULL;
- }
rc = fread(&m2, 1, 1, fp);
m_bytesRead++;
if ((m1 != 'B') || (m2 != 'M'))
rc = fread(&m2, 1, 1, fp);
m_bytesRead++;
if ((m1 != 'B') || (m2 != 'M'))
- {
- fclose(fp);
- return NULL;
- }
- rc = fread((long*)&(filesize),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(filesize),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((int*)&(res1),2,1,fp); m_bytesRead+=2;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint16_t*)&(res1),2,1,fp); m_bytesRead+=2;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((int*)&(res2),2,1,fp); m_bytesRead+=2;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint16_t*)&(res2),2,1,fp); m_bytesRead+=2;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(pixoff),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(pixoff),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(bmisize),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(bmisize),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long *)&(bmWidth),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t *)&(bmWidth),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(bmHeight),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(bmHeight),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((int*)&(bmPlanes),2,1,fp); m_bytesRead+=2;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint16_t*)&(bmPlanes),2,1,fp); m_bytesRead+=2;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((int*)&(bmBitsPixel),2,1,fp); m_bytesRead+=2;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint16_t*)&(bmBitsPixel),2,1,fp); m_bytesRead+=2;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(compression),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(compression),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(sizeimage),4,1,fp); m_bytesRead+=4;
- if (rc != 1) {fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(sizeimage),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(xscale),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(xscale),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(yscale),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(yscale),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(colors),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(colors),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
- rc = fread((long*)&(impcol),4,1,fp); m_bytesRead+=4;
- if (rc != 1) { fclose(fp); return NULL; }
+ rc = fread((uint32_t*)&(impcol),4,1,fp); m_bytesRead+=4;
+ if (rc != 1) INVALID_FORMAT;
m_bytesRead++;
if (rc!=1)
{
m_bytesRead++;
if (rc!=1)
{
- fclose(fp);
- return NULL;
}
rc = fread(&g, 1, 1, fp);
m_bytesRead++;
if (rc!=1)
{
}
rc = fread(&g, 1, 1, fp);
m_bytesRead++;
if (rc!=1)
{
- fclose(fp);
- return NULL;
}
rc = fread(&r, 1, 1, fp);
m_bytesRead++;
if (rc != 1)
{
}
rc = fread(&r, 1, 1, fp);
m_bytesRead++;
if (rc != 1)
{
- fclose(fp);
- return NULL;
}
rc = fread(&dummy, 1, 1, fp);
m_bytesRead++;
if (rc != 1)
{
}
rc = fread(&dummy, 1, 1, fp);
m_bytesRead++;
if (rc != 1)
{
- fclose(fp);
- return NULL;
}
}
}
if ((long)m_bytesRead > pixoff)
{
}
}
}
if ((long)m_bytesRead > pixoff)
{
- fclose(fp);
- return NULL;
}
while ((long)m_bytesRead < pixoff)
}
while ((long)m_bytesRead < pixoff)
- gbmp.width = w;
- gbmp.height = h;
unsigned char* outbuf = image;
long row = 0;
long rowOffset = 0;
unsigned char* outbuf = image;
long row = 0;
long rowOffset = 0;
if (fread(&inbyte,1,1,fp) != 1)
{
free(image);
if (fread(&inbyte,1,1,fp) != 1)
{
free(image);
- fclose(fp);
- return NULL;
if (fread(&dummy,1,1,fp)!=1)
{
free(image);
if (fread(&dummy,1,1,fp)!=1)
{
free(image);
- fclose(fp);
- return NULL;
+
+ gbmp.width = w;
+ gbmp.height = h;
+ if(gbmp.colors)
+ free(gbmp.colors);
+ gbmp.colors = image;
- if (gbmp.colors)
- free (gbmp.colors);
- gbmp.colors = OpenBitmapFile ();
int Bisect(NODE *, int, int, int);
void CalcAngles(NODE *, int *, float *);
void EdgeOnSide(int *, int *, int *);
int Bisect(NODE *, int, int, int);
void CalcAngles(NODE *, int *, float *);
void EdgeOnSide(int *, int *, int *);
- int tricall(int, NODE *, int *, TRI **, TRI **, char *);
+ int tricall(int, NODE *, int *, TRI **, TRI **, const char *);
int CheckBorders(int *,int,NODE *,int *,TRI **);
float biggesterror;
int CheckBorders(int *,int,NODE *,int *,TRI **);
float biggesterror;
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
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
+ // 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)
// that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
// vertex.
while(CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri) > 0)
/* tricall Takes an array of nodes, spits out an array of triangles */
/* */
/*****************************************************************************/
/* tricall Takes an array of nodes, spits out an array of triangles */
/* */
/*****************************************************************************/
-int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, LPSTR Options)
+int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, const char *Options)
struct triangulateio in, out;
int i, N;
int NumUsedNodes;
struct triangulateio in, out;
int i, N;
int NumUsedNodes;
/* Make necessary initializations */
out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
/* Make necessary initializations */
out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
- out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
+ 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. */
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
+ 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. */
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
+ out.segmentlist = (int *) NULL; /* Needed only if segments are output
(-p or -c) and -P not used: */
(-p or -c) and -P not used: */
- out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output
+ 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. */
(-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. */
if(UseDetail) contents += CONTENTS_DETAIL;
if(UseLadder) contents += CONTENTS_LADDER;
}
if(UseDetail) contents += CONTENTS_DETAIL;
if(UseLadder) contents += CONTENTS_LADDER;
}
OpenFuncGroup();
for(i=0; i<NumTris; i++)
{
OpenFuncGroup();
for(i=0; i<NumTris; i++)
{
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[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[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];
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];
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[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[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];
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];
// 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[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];
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];
// 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[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];
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];
// 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[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];
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];
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[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[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];
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];
// 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[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];
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];
// 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[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];
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];
// 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[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];
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];
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[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[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;
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];
// 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[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;
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];
// 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[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;
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];
// 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[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;
}
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,
for(j=0; j<5; j++)
{
strcpy(brush.face[j].texture,
default:
front = MoreThan(zmax,32.);
}
default:
front = MoreThan(zmax,32.);
}
for(i=0; i<NumTris; i++)
Tri[i].flag = 0;
for(i=0; i<NumTris; i++)
Tri[i].flag = 0;
switch(Plane)
{
case PLANE_XZ0:
switch(Plane)
{
case PLANE_XZ0:
brush.Number = 0;
brush.NumFaces = 6;
MaxHints = NH*NV-1;
brush.Number = 0;
brush.NumFaces = 6;
MaxHints = NH*NV-1;
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[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[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];
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];
// 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[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];
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);
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[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[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];
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];
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[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[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];
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];
// 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[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];
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);
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[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[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];
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];
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[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[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;
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;
// 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[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;
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);
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[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[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;
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;
int i, j, x, y;
float inv = 1.0f/128;
int i, j, x, y;
float inv = 1.0f/128;
- char *charlines[16] = {
+ const char *charlines[16] = {
"abcdefghijklmn", "opqrstuvwxyz0", "123456789ABC", "DEFGHIJKLMN",
"OPQRSTUVWX", "YZ,.!;:<>/?{}@$%", "&*()-+=_[] #" };
unsigned char lefts[7][17] = {
"abcdefghijklmn", "opqrstuvwxyz0", "123456789ABC", "DEFGHIJKLMN",
"OPQRSTUVWX", "YZ,.!;:<>/?{}@$%", "&*()-+=_[] #" };
unsigned char lefts[7][17] = {
strcpy (filename, gtk_entry_get_text (GTK_ENTRY(widget)));
if(strcmp (filename,gbmp.name))
{
strcpy (filename, gtk_entry_get_text (GTK_ENTRY(widget)));
if(strcmp (filename,gbmp.name))
{
- if (gbmp.colors)
- {
- free(gbmp.colors);
- gbmp.colors=NULL;
- }
strcpy (gbmp.name,filename);
if (strlen(gbmp.name) )
OpenBitmap ();
strcpy (gbmp.name,filename);
if (strlen(gbmp.name) )
OpenBitmap ();
GtkObject *adj;
GSList *group;
int i;
GtkObject *adj;
GSList *group;
int i;
- char *games[] = { "Quake 2", "Half-Life", "SiN", "Heretic 2", "Kingpin", "Genesis3D", "Quake 3 Arena" };
- char *waveforms[] = { "Alternating hill/valley", "Cylindrical left-to-right", "Cylindrical top-to-bottom",
+ const char *games[] = { "Quake 2", "Half-Life", "SiN", "Heretic 2", "Kingpin", "Genesis3D", "Quake 3 Arena" };
+ const char *waveforms[] = { "Alternating hill/valley", "Cylindrical left-to-right", "Cylindrical top-to-bottom",
"From bitmap", "Fractal" };
"From bitmap", "Fractal" };
- char *orientations[] = { "Ground surface", "Ceiling", "Wall facing 0", "Wall facing 90",
+ const char *orientations[] = { "Ground surface", "Ceiling", "Wall facing 0", "Wall facing 90",
"Wall facing 180","Wall facing 270" };
g_pWnd = dlg = gtk_window_new (GTK_WINDOW_TOPLEVEL);
"Wall facing 180","Wall facing 270" };
g_pWnd = dlg = gtk_window_new (GTK_WINDOW_TOPLEVEL);
if (g_pWnd == NULL)
g_pWnd = create_main_dialog ();
if (g_pWnd == NULL)
g_pWnd = create_main_dialog ();
+ ReadIniFile (gszIni);
+
if(!strlen(Texture[GENESIS3D][0])) strcpy(Texture[GENESIS3D][0],"textures/rock13");
if(!strlen(Texture[QUAKE3][0])) strcpy(Texture[QUAKE3][0], "textures/organics/grass3");
if(!strlen(Texture[QUAKE3][1])) strcpy(Texture[QUAKE3][1], "textures/common/caulk");
if(!strlen(Texture[GENESIS3D][0])) strcpy(Texture[GENESIS3D][0],"textures/rock13");
if(!strlen(Texture[QUAKE3][0])) strcpy(Texture[QUAKE3][0], "textures/organics/grass3");
if(!strlen(Texture[QUAKE3][1])) strcpy(Texture[QUAKE3][1], "textures/common/caulk");
strcpy (gbmp.name, g_FuncTable.m_pfnProfileLoadString (file, "Bitmap","Filename",""));
strcpy (gbmp.name, g_FuncTable.m_pfnProfileLoadString (file, "Bitmap","Filename",""));
if (strlen(gbmp.name))
OpenBitmap ();
if (strlen(gbmp.name))
OpenBitmap ();
FIXME: make this buffer size safe someday
============
*/
FIXME: make this buffer size safe someday
============
*/
-char *va (char *format, ...)
+char *va (const char *format, ...)
{
va_list argptr;
static char string[1024];
{
va_list argptr;
static char string[1024];