3472 lines
92 KiB
C++
3472 lines
92 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
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//
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// Purpose:
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//
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//=============================================================================
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#include "stdafx.h"
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#include "collisionutils.h"
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#include "mainfrm.h"
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#include "MapDefs.h"
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#include "MapFace.h"
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#include "MapDisp.h"
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#include "MapWorld.h"
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#include "fgdlib/WCKeyValues.h"
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#include "GlobalFunctions.h"
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#include "Render3D.h"
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#include "Render2D.h"
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#include "SaveInfo.h"
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#include "TextureSystem.h"
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#include "MapDoc.h"
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#include "materialsystem/IMesh.h"
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#include "Material.h"
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#include "UtlRBTree.h"
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#include "mathlib/vector.h"
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#include "camera.h"
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#include "options.h"
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#include "hammer.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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//#define DEBUGPTS
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#define TEXTURE_AXIS_LENGTH 10 // Rendered texture axis length in world units.
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//
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// Components of the texture axes are rounded to integers within this tolerance. This tolerance corresponds
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// to an angle of about 0.06 degrees.
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//
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#define TEXTURE_AXIS_ROUND_EPSILON 0.001
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//
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// For passing into LoadKeyCallback. Collects key value data while loading.
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//
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struct LoadFace_t
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{
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CMapFace *pFace;
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char szTexName[MAX_PATH];
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};
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BOOL CheckFace(Vector *Points, int nPoints, Vector *normal, float dist, CCheckFaceInfo *pInfo);
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LPCTSTR GetDefaultTextureName();
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#pragma warning(disable:4244)
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//
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// Static member data initialization.
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//
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bool CMapFace::m_bShowFaceSelection = true;
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IEditorTexture *CMapFace::m_pLightmapGrid = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Initializes data members and sets the texture to the
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// default texture.
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//-----------------------------------------------------------------------------
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CMapFace::CMapFace(void)
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{
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memset(&texture, 0, sizeof(texture));
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memset(&plane, 0, sizeof(plane));
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m_pTexture = NULL;
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m_pTangentAxes = NULL;
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m_DispHandle = EDITDISPHANDLE_INVALID;
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Points = NULL;
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nPoints = 0;
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m_nFaceID = 0;
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m_pTextureCoords = NULL;
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m_pLightmapCoords = NULL;
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m_uchAlpha = 255;
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m_pDetailObjects = NULL;
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texture.nLightmapScale = g_pGameConfig->GetDefaultLightmapScale();
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texture.scale[0] = g_pGameConfig->GetDefaultTextureScale();
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texture.scale[1] = g_pGameConfig->GetDefaultTextureScale();
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SetTexture(GetNullTextureName());
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if (m_pLightmapGrid == NULL)
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{
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m_pLightmapGrid = g_Textures.FindActiveTexture("Debug/debugluxelsnoalpha");
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}
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m_bIgnoreLighting = false;
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m_fSmoothingGroups = SMOOTHING_GROUP_DEFAULT;
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UpdateFaceFlags();
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SignalUpdate( EVTYPE_FACE_CHANGED );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Frees points and texture coordinates.
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//-----------------------------------------------------------------------------
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CMapFace::~CMapFace(void)
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{
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SignalUpdate( EVTYPE_FACE_CHANGED );
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delete [] Points;
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Points = NULL;
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delete [] m_pTextureCoords;
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m_pTextureCoords = NULL;
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delete [] m_pLightmapCoords;
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m_pLightmapCoords = NULL;
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delete m_pDetailObjects;
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m_pDetailObjects = NULL;
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FreeTangentSpaceAxes();
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if( HasDisp() )
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{
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IWorldEditDispMgr *pDispMgr = GetActiveWorldEditDispManager();
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if( pDispMgr )
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{
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pDispMgr->RemoveFromWorld( GetDisp() );
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}
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// destroy handle
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SetDisp( EDITDISPHANDLE_INVALID );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attempts to fix this face. This is called by the check for problems
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// code when a face is reported as invalid.
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// Output : Returns TRUE on success, FALSE on failure.
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//-----------------------------------------------------------------------------
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BOOL CMapFace::Fix(void)
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{
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CalcPlane();
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CalcTextureCoords();
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// Create any detail objects if appropriate
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DetailObjects::BuildAnyDetailObjects(this);
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return(CheckFace());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the short texture name in 'pszName'. Places an empty string
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// in 'pszName' if the face has no texture.
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//-----------------------------------------------------------------------------
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void CMapFace::GetTextureName(char *pszName) const
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{
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Assert(pszName != NULL);
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if (pszName != NULL)
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{
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if (m_pTexture != NULL)
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{
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m_pTexture->GetShortName(pszName);
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}
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else
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{
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pszName[0] = '\0';
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}
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}
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}
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static char *InvisToolTextures[]={
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"playerclip",
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"occluder",
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"areaportal",
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"invisible",
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"skip",
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"trigger",
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"hint",
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"fog",
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"origin",
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"toolsnodraw",
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};
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void CMapFace::UpdateFaceFlags( void )
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{
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char tname[2048];
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GetTextureName( tname );
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m_nFaceFlags = 0;
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if (strstr(tname,"tools"))
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{
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if ( strstr( tname, "blocklight" ) )
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{
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m_nFaceFlags |= FACE_FLAGS_NODRAW_IN_LPREVIEW;
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}
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if ( strstr( tname, "skybox") )
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{
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m_nFaceFlags |= FACE_FLAGS_NOSHADOW;
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}
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for(int i=0;i<NELEMS(InvisToolTextures); i++)
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if (strstr( tname, InvisToolTextures[i] ) )
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{
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m_nFaceFlags |= FACE_FLAGS_NODRAW_IN_LPREVIEW | FACE_FLAGS_NOSHADOW;
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Populates this face with another face's information.
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// Input : pFrom - The face to copy.
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// Output : CMapFace
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//-----------------------------------------------------------------------------
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CMapFace *CMapFace::CopyFrom(const CMapFace *pObject, DWORD dwFlags, bool bUpdateDependencies)
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{
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SignalUpdate( EVTYPE_FACE_CHANGED );
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const CMapFace *pFrom = dynamic_cast<const CMapFace *>(pObject);
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Assert(pFrom != NULL);
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if (pFrom != NULL)
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{
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//
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// Free our points first.
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//
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if (Points != NULL)
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{
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delete [] Points;
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Points = NULL;
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}
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if (m_pTextureCoords != NULL)
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{
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delete [] m_pTextureCoords;
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m_pTextureCoords = NULL;
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}
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if (m_pLightmapCoords != NULL)
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{
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delete [] m_pLightmapCoords;
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m_pLightmapCoords = NULL;
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}
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FreeTangentSpaceAxes();
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nPoints = 0;
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//
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// Copy the member data.
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//
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m_nFaceID = pFrom->m_nFaceID;
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m_eSelectionState = pFrom->GetSelectionState();
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texture = pFrom->texture;
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m_pTexture = pFrom->m_pTexture;
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m_bIsCordonFace = pFrom->m_bIsCordonFace;
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//
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// Allocate points memory.
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//
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if (dwFlags & COPY_FACE_POINTS)
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{
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Points = NULL;
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nPoints = pFrom->nPoints;
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if (pFrom->Points && nPoints)
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{
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AllocatePoints(nPoints);
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AllocTangentSpaceAxes( nPoints );
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memcpy(Points, pFrom->Points, sizeof(Vector) * nPoints);
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memcpy(m_pTextureCoords, pFrom->m_pTextureCoords, sizeof(Vector2D) * nPoints);
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memcpy(m_pLightmapCoords, pFrom->m_pLightmapCoords, sizeof(Vector2D) * nPoints);
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memcpy(m_pTangentAxes, pFrom->m_pTangentAxes, sizeof(TangentSpaceAxes_t) * nPoints);
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}
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}
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else
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{
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Points = NULL;
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m_pTextureCoords = 0;
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m_pLightmapCoords = 0;
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m_pTangentAxes = 0;
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nPoints = 0;
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}
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//
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// Copy the plane. You shouldn't copy the points without copying the plane,
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// so we do it if either bit is set.
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//
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if ((dwFlags & COPY_FACE_POINTS) || (dwFlags & COPY_FACE_PLANE))
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{
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plane = pFrom->plane;
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}
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else
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{
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memset(&plane, 0, sizeof(plane));
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}
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//
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// copy the displacement info.
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//
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// If we do have displacement, then we'll never be asked to become a copy of
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// a face that does not have a displacement, because you cannot undo a Generate
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// Displacement operation.
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//
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if( pFrom->HasDisp() )
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{
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//
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// Allocate a new displacement info if we don't already have one.
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//
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if( !HasDisp() )
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{
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SetDisp( EditDispMgr()->Create() );
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}
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CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
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pDisp->SetParent( this );
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CMapDisp *pFromDisp = EditDispMgr()->GetDisp( pFrom->m_DispHandle );
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pDisp->CopyFrom( pFromDisp, bUpdateDependencies );
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}
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else
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{
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SetDisp( EDITDISPHANDLE_INVALID );
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}
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// Copy CMapAtom fields. dvs: this should be done in CMapAtom::CopyFrom!
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r = pFrom->r;
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g = pFrom->g;
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b = pFrom->b;
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m_uchAlpha = pFrom->m_uchAlpha;
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m_bIgnoreLighting = pFrom->m_bIgnoreLighting;
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// Copy the smoothing group data.
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m_fSmoothingGroups = pFrom->m_fSmoothingGroups;
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// Delete any existing and build any new detail objects
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delete m_pDetailObjects;
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m_pDetailObjects = NULL;
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DetailObjects::BuildAnyDetailObjects(this);
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}
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UpdateFaceFlags();
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return(this);
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}
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//-----------------------------------------------------------------------------
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// Called any time this object is modified due to an Undo or Redo.
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//-----------------------------------------------------------------------------
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void CMapFace::OnUndoRedo()
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{
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// It's not valid to have selected faces outside of face edit mode.
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// If the user modified this face, then closed the texture application
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// dialog, then did an Undo, clear our selection state.
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if ( !GetMainWnd()->IsInFaceEditMode() )
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{
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m_eSelectionState = SELECT_NONE;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a face from a list of points.
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// Input : pPoints - An array of points.
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// _nPoints - Number of points. If nPoints < 0, reverse points.
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//-----------------------------------------------------------------------------
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void CMapFace::CreateFace(Vector *pPoints, int _nPoints, bool bIsCordonFace)
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{
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SignalUpdate( EVTYPE_FACE_CHANGED );
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if (_nPoints > 0)
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{
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AllocatePoints(_nPoints);
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Assert(nPoints > 0);
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if (nPoints > 0)
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{
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memcpy(Points, pPoints, nPoints * sizeof(Vector));
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}
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}
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else
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{
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AllocatePoints(-_nPoints);
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Assert(nPoints > 0);
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if (nPoints > 0)
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{
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int j = 0;
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for (int i = nPoints - 1; i >= 0; i--)
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{
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Points[j++] = pPoints[i];
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}
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}
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}
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SetCordonFace( bIsCordonFace );
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#ifdef DEBUGPTS
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DebugPoints();
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#endif
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CalcPlaneFromFacePoints();
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CalcTextureCoords();
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// Create any detail objects if appropriate
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DetailObjects::BuildAnyDetailObjects(this);
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#if 0
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//
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// create the displacement map -- if need be
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//
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if( m_pMapDisp )
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{
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m_pMapDisp->InitSurfData( this, false );
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m_pMapDisp->Create();
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}
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#endif
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}
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Vector FaceNormals[6] =
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{
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Vector(0, 0, 1), // floor
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Vector(0, 0, -1), // ceiling
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Vector(0, -1, 0), // north wall
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Vector(0, 1, 0), // south wall
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Vector(-1, 0, 0), // east wall
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Vector(1, 0, 0), // west wall
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};
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Vector DownVectors[6] =
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{
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Vector(0, -1, 0), // floor
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Vector(0, -1, 0), // ceiling
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Vector(0, 0, -1), // north wall
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Vector(0, 0, -1), // south wall
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Vector(0, 0, -1), // east wall
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Vector(0, 0, -1), // west wall
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};
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Vector RightVectors[6] =
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{
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Vector(1, 0, 0), // floor
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Vector(1, 0, 0), // ceiling
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Vector(1, 0, 0), // north wall
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Vector(1, 0, 0), // south wall
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Vector(0, 1, 0), // east wall
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Vector(0, 1, 0), // west wall
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : index -
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// downVect -
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//-----------------------------------------------------------------------------
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void CMapFace::GetDownVector( int index, Vector& downVect )
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{
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downVect = DownVectors[index];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : Center -
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//-----------------------------------------------------------------------------
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void CMapFace::GetCenter(Vector& Center)
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{
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Assert(nPoints > 0);
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Center.Init();
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if (nPoints != 0)
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{
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for (int i = 0; i < nPoints; i++)
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{
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Center[0] += Points[i][0];
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Center[1] += Points[i][1];
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Center[2] += Points[i][2];
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}
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Center[0] /= nPoints;
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Center[1] /= nPoints;
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Center[2] /= nPoints;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines the general orientation of a face based on its normal vector.
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// Output : FaceOrientation_t
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//-----------------------------------------------------------------------------
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FaceOrientation_t CMapFace::GetOrientation(void) const
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{
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// The normal must have a nonzero length!
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if ((plane.normal[0] == 0) && (plane.normal[1] == 0) && (plane.normal[2] == 0))
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{
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return(FACE_ORIENTATION_INVALID);
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}
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//
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// Find the axis that the surface normal has the greatest projection onto.
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//
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float fDot;
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float fMaxDot;
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Vector Normal;
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FaceOrientation_t eOrientation = FACE_ORIENTATION_INVALID;
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Normal = plane.normal;
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VectorNormalize(Normal);
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fMaxDot = 0;
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for (int i = 0; i < 6; i++)
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{
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fDot = DotProduct(Normal, FaceNormals[i]);
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if (fDot >= fMaxDot)
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{
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fMaxDot = fDot;
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eOrientation = (FaceOrientation_t)i;
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}
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}
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return(eOrientation);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : eAlignment -
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// dwFlags -
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//-----------------------------------------------------------------------------
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void CMapFace::InitializeTextureAxes(TextureAlignment_t eAlignment, DWORD dwFlags)
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{
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FaceOrientation_t eOrientation;
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//
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// If the texture axis information has been initialized, don't reinitialize unless
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// the FORCE flag is set.
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//
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if ((!(dwFlags & INIT_TEXTURE_FORCE)) &&
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((texture.UAxis[0] != 0) || (texture.UAxis[1] != 0) || (texture.UAxis[2] != 0) ||
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(texture.VAxis[0] != 0) || (texture.VAxis[1] != 0) || (texture.VAxis[2] != 0)))
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{
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return;
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}
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if (dwFlags & INIT_TEXTURE_ROTATION)
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{
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texture.rotate = 0;
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}
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if (dwFlags & INIT_TEXTURE_SHIFT)
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{
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texture.UAxis[3] = 0;
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texture.VAxis[3] = 0;
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}
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if (dwFlags & INIT_TEXTURE_SCALE)
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{
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texture.scale[0] = g_pGameConfig->GetDefaultTextureScale();
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texture.scale[1] = g_pGameConfig->GetDefaultTextureScale();
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}
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if (dwFlags & INIT_TEXTURE_AXES)
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{
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// don't reset the shift component [3]
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texture.UAxis.AsVector3D().Init();
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texture.VAxis.AsVector3D().Init();
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// Determine the general orientation of this face (floor, ceiling, n wall, etc.)
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eOrientation = GetOrientation();
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if (eOrientation == FACE_ORIENTATION_INVALID)
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{
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CalcTextureCoords();
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return;
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|
}
|
|
|
|
// Pick a world axis aligned V axis based on the face orientation.
|
|
texture.VAxis.AsVector3D() = DownVectors[eOrientation];
|
|
|
|
//
|
|
// If we are using face aligned textures, calculate the texture axes.
|
|
//
|
|
if (eAlignment == TEXTURE_ALIGN_FACE)
|
|
{
|
|
// Using that axis-aligned V axis, calculate the true U axis
|
|
CrossProduct(plane.normal, texture.VAxis.AsVector3D(), texture.UAxis.AsVector3D());
|
|
VectorNormalize(texture.UAxis.AsVector3D());
|
|
|
|
// Now use the true U axis to calculate the true V axis.
|
|
CrossProduct(texture.UAxis.AsVector3D(), plane.normal, texture.VAxis.AsVector3D());
|
|
VectorNormalize(texture.VAxis.AsVector3D());
|
|
}
|
|
//
|
|
// If we are using world (or "natural") aligned textures, use the V axis as is
|
|
// and pick the corresponding U axis from the table.
|
|
//
|
|
else if (eAlignment == TEXTURE_ALIGN_WORLD)
|
|
{
|
|
texture.UAxis.AsVector3D() = RightVectors[eOrientation];
|
|
}
|
|
//
|
|
// Quake-style texture alignment used a different axis convention.
|
|
//
|
|
else
|
|
{
|
|
InitializeQuakeStyleTextureAxes(texture.UAxis, texture.VAxis);
|
|
}
|
|
|
|
if (texture.rotate != 0)
|
|
{
|
|
RotateTextureAxes(texture.rotate);
|
|
}
|
|
}
|
|
|
|
CalcTextureCoords();
|
|
|
|
// Create any detail objects if appropriate
|
|
DetailObjects::BuildAnyDetailObjects(this);
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks for a texture axis perpendicular to the face.
|
|
// Output : Returns TRUE on success, FALSE on failure.
|
|
//-----------------------------------------------------------------------------
|
|
BOOL CMapFace::IsTextureAxisValid(void) const
|
|
{
|
|
//
|
|
// Generate the texture normal axis, which may be different from the
|
|
// face normal, depending on texture alignment.
|
|
//
|
|
Vector TexNormalAxis;
|
|
CrossProduct(texture.VAxis.AsVector3D(), texture.UAxis.AsVector3D(), TexNormalAxis);
|
|
return(DotProduct(plane.normal, TexNormalAxis) != 0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Normalize the U/V shift values to be less than the texture width/height.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::NormalizeTextureShifts(void)
|
|
{
|
|
//
|
|
// HACK: this should really be elsewhere, but it can live here for now.
|
|
// Round all components of our texture axes within an epsilon.
|
|
//
|
|
for (int nDim = 0; nDim < 4; nDim++)
|
|
{
|
|
int nValue = rint(texture.UAxis[nDim]);
|
|
if (fabs(texture.UAxis[nDim] - nValue) < TEXTURE_AXIS_ROUND_EPSILON)
|
|
{
|
|
texture.UAxis[nDim] = nValue;
|
|
}
|
|
|
|
nValue = rint(texture.VAxis[nDim]);
|
|
if (fabs(texture.VAxis[nDim] - nValue) < TEXTURE_AXIS_ROUND_EPSILON)
|
|
{
|
|
texture.VAxis[nDim] = nValue;
|
|
}
|
|
}
|
|
|
|
if (m_pTexture == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_pTexture->GetMappingWidth() != 0)
|
|
{
|
|
texture.UAxis[3] = fmod(texture.UAxis[3], m_pTexture->GetMappingWidth());
|
|
}
|
|
|
|
if (m_pTexture->GetMappingHeight() != 0)
|
|
{
|
|
texture.VAxis[3] = fmod(texture.VAxis[3], m_pTexture->GetMappingHeight());
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines the bounding box of a face in world space.
|
|
// Input : pfMins - Receives the face X, Y, Z minima.
|
|
// pfMaxs - Receives the face X, Y, Z maxima.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::GetFaceBounds(Vector& pfMins, Vector& pfMaxs) const
|
|
{
|
|
for (int nPoint = 0; nPoint < nPoints; nPoint++)
|
|
{
|
|
if ((Points[nPoint][0] < pfMins[0]) || (nPoint == 0))
|
|
{
|
|
pfMins[0] = Points[nPoint][0];
|
|
}
|
|
|
|
if ((Points[nPoint][1] < pfMins[1]) || (nPoint == 0))
|
|
{
|
|
pfMins[1] = Points[nPoint][1];
|
|
}
|
|
|
|
if ((Points[nPoint][2] < pfMins[2]) || (nPoint == 0))
|
|
{
|
|
pfMins[2] = Points[nPoint][2];
|
|
}
|
|
|
|
if ((Points[nPoint][0] > pfMaxs[0]) || (nPoint == 0))
|
|
{
|
|
pfMaxs[0] = Points[nPoint][0];
|
|
}
|
|
|
|
if ((Points[nPoint][1] > pfMaxs[1]) || (nPoint == 0))
|
|
{
|
|
pfMaxs[1] = Points[nPoint][1];
|
|
}
|
|
|
|
if ((Points[nPoint][2] > pfMaxs[2]) || (nPoint == 0))
|
|
{
|
|
pfMaxs[2] = Points[nPoint][2];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds the top left and bottom right points on the face in texture space.
|
|
// These points are returned in texture space, not world space.
|
|
// Input : TopLeft -
|
|
// BottomRight -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::GetFaceTextureExtents(Vector2D & TopLeft, Vector2D & BottomRight) const
|
|
{
|
|
BOOL bFirst = TRUE;
|
|
|
|
for (int nPoint = 0; nPoint < nPoints; nPoint++)
|
|
{
|
|
Vector2D Test;
|
|
|
|
Test[0] = DotProduct(Points[nPoint], texture.UAxis.AsVector3D()) / texture.scale[0];
|
|
Test[1] = DotProduct(Points[nPoint], texture.VAxis.AsVector3D()) / texture.scale[1];
|
|
|
|
if ((Test[0] < TopLeft[0]) || (bFirst))
|
|
{
|
|
TopLeft[0] = Test[0];
|
|
}
|
|
|
|
if ((Test[1] < TopLeft[1]) || (bFirst))
|
|
{
|
|
TopLeft[1] = Test[1];
|
|
}
|
|
|
|
if ((Test[0] > BottomRight[0]) || (bFirst))
|
|
{
|
|
BottomRight[0] = Test[0];
|
|
}
|
|
|
|
if ((Test[1] > BottomRight[1]) || (bFirst))
|
|
{
|
|
BottomRight[1] = Test[1];
|
|
}
|
|
|
|
bFirst = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the distance along the face normal of a given point. The
|
|
// distance will be negative if the point is behind the face, positive
|
|
// if the point is in front of the face.
|
|
// Input : fPoint - Point to calculate normal distance.
|
|
//-----------------------------------------------------------------------------
|
|
float CMapFace::GetNormalDistance(Vector& fPoint)
|
|
{
|
|
float fDot = DotProduct(fPoint, plane.normal);
|
|
return(fDot - plane.dist);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines the texture alignment(s) of this face. The alignments are
|
|
// are returned as TextureAlignment_t values OR'ed together.
|
|
//
|
|
// Output : Returns an integer with any of the following flags set:
|
|
//
|
|
// TEXTURE_ALIGN_FACE - the texture axes are face aligned.
|
|
// TEXTURE_ALIGN_WORLD - the texture axes are world aligned.
|
|
//
|
|
// If the returned value is zero (TEXTURE_ALIGN_NONE), the texture axes
|
|
// are neither face aligned nor world aligned.
|
|
//-----------------------------------------------------------------------------
|
|
int CMapFace::GetTextureAlignment(void) const
|
|
{
|
|
Vector TexNormalAxis;
|
|
int nAlignment = TEXTURE_ALIGN_NONE;
|
|
|
|
//
|
|
// Generate the texture normal axis, which may be different from the
|
|
// face normal, depending on texture alignment.
|
|
//
|
|
CrossProduct(texture.VAxis.AsVector3D(), texture.UAxis.AsVector3D(), TexNormalAxis);
|
|
VectorNormalize(TexNormalAxis);
|
|
|
|
//
|
|
// Check for face alignment.
|
|
//
|
|
if (DotProduct(TexNormalAxis, plane.normal) > 0.9999)
|
|
{
|
|
nAlignment |= TEXTURE_ALIGN_FACE;
|
|
}
|
|
|
|
//
|
|
// Check for world alignment.
|
|
//
|
|
FaceOrientation_t eOrientation = GetOrientation();
|
|
if (eOrientation != FACE_ORIENTATION_INVALID)
|
|
{
|
|
Vector WorldTexNormal;
|
|
|
|
CrossProduct(DownVectors[eOrientation], RightVectors[eOrientation], WorldTexNormal);
|
|
if (DotProduct(TexNormalAxis, WorldTexNormal) > 0.9999)
|
|
{
|
|
nAlignment |= TEXTURE_ALIGN_WORLD;
|
|
}
|
|
}
|
|
|
|
return(nAlignment);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds the top left and bottom right points of the given world extents
|
|
// in texture space. These points are returned in texture space, not world space,
|
|
// so a simple rectangle will suffice.
|
|
// Input : Extents -
|
|
// TopLeft -
|
|
// BottomRight -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::GetTextureExtents(Extents_t Extents, Vector2D & TopLeft, Vector2D & BottomRight) const
|
|
{
|
|
BOOL bFirst = TRUE;
|
|
|
|
for (int nPoint = 0; nPoint < NUM_EXTENTS_DIMS; nPoint++)
|
|
{
|
|
Vector2D Test;
|
|
|
|
Test[0] = DotProduct(Extents[nPoint], texture.UAxis.AsVector3D()) / texture.scale[0];
|
|
Test[1] = DotProduct(Extents[nPoint], texture.VAxis.AsVector3D()) / texture.scale[1];
|
|
|
|
if ((Test[0] < TopLeft[0]) || (bFirst))
|
|
{
|
|
TopLeft[0] = Test[0];
|
|
}
|
|
|
|
if ((Test[1] < TopLeft[1]) || (bFirst))
|
|
{
|
|
TopLeft[1] = Test[1];
|
|
}
|
|
|
|
if ((Test[0] > BottomRight[0]) || (bFirst))
|
|
{
|
|
BottomRight[0] = Test[0];
|
|
}
|
|
|
|
if ((Test[1] > BottomRight[1]) || (bFirst))
|
|
{
|
|
BottomRight[1] = Test[1];
|
|
}
|
|
|
|
bFirst = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines the world extents of the face. Different from a bounding
|
|
// box in that each point in the returned extents is actually on the face.
|
|
// Input : Extents -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::GetFaceExtents(Extents_t Extents) const
|
|
{
|
|
BOOL bFirst = TRUE;
|
|
|
|
for (int nPoint = 0; nPoint < nPoints; nPoint++)
|
|
{
|
|
if ((Points[nPoint][0] < Extents[EXTENTS_XMIN][0]) || (bFirst))
|
|
{
|
|
Extents[EXTENTS_XMIN] = Points[nPoint];
|
|
}
|
|
|
|
if ((Points[nPoint][0] > Extents[EXTENTS_XMAX][0]) || (bFirst))
|
|
{
|
|
Extents[EXTENTS_XMAX] = Points[nPoint];
|
|
}
|
|
|
|
if ((Points[nPoint][1] < Extents[EXTENTS_YMIN][1]) || (bFirst))
|
|
{
|
|
Extents[EXTENTS_YMIN] = Points[nPoint];
|
|
}
|
|
|
|
if ((Points[nPoint][1] > Extents[EXTENTS_YMAX][1]) || (bFirst))
|
|
{
|
|
Extents[EXTENTS_YMAX] = Points[nPoint];
|
|
}
|
|
|
|
if ((Points[nPoint][2] < Extents[EXTENTS_ZMIN][2]) || (bFirst))
|
|
{
|
|
Extents[EXTENTS_ZMIN] = Points[nPoint];
|
|
}
|
|
|
|
if ((Points[nPoint][2] > Extents[EXTENTS_ZMAX][2]) || (bFirst))
|
|
{
|
|
Extents[EXTENTS_ZMAX] = Points[nPoint];
|
|
}
|
|
|
|
bFirst = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eJustification -
|
|
// Extents -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::JustifyTextureUsingExtents(TextureJustification_t eJustification, Extents_t Extents)
|
|
{
|
|
Vector2D Center;
|
|
|
|
if (!texture.scale[0])
|
|
{
|
|
texture.scale[0] = g_pGameConfig->GetDefaultTextureScale();
|
|
}
|
|
|
|
if (!texture.scale[1])
|
|
{
|
|
texture.scale[1] = g_pGameConfig->GetDefaultTextureScale();
|
|
}
|
|
|
|
// Skip all the mucking about for a justification of NONE.
|
|
if (eJustification == TEXTURE_JUSTIFY_NONE)
|
|
{
|
|
texture.UAxis[3] = 0;
|
|
texture.VAxis[3] = 0;
|
|
CalcTextureCoords();
|
|
return;
|
|
}
|
|
|
|
// For fit justification, use a scale of 1 for initial calculations.
|
|
if (eJustification == TEXTURE_JUSTIFY_FIT)
|
|
{
|
|
texture.scale[0] = 1.0;
|
|
texture.scale[1] = 1.0;
|
|
}
|
|
|
|
Vector2D TopLeft;
|
|
Vector2D BottomRight;
|
|
|
|
GetTextureExtents(Extents, TopLeft, BottomRight);
|
|
|
|
// Find the face center in U/V space.
|
|
Center[0] = (TopLeft[0] + BottomRight[0]) / 2;
|
|
Center[1] = (TopLeft[1] + BottomRight[1]) / 2;
|
|
|
|
//
|
|
// Perform the justification.
|
|
//
|
|
switch (eJustification)
|
|
{
|
|
// Align the top left corner of the texture with the top left corner of the face.
|
|
case TEXTURE_JUSTIFY_TOP:
|
|
{
|
|
texture.VAxis[3] = -TopLeft[1];
|
|
break;
|
|
}
|
|
|
|
// Align the top left corner of the texture with the top left corner of the face.
|
|
case TEXTURE_JUSTIFY_BOTTOM:
|
|
{
|
|
texture.VAxis[3] = -BottomRight[1] + m_pTexture->GetMappingHeight();
|
|
break;
|
|
}
|
|
|
|
// Align the left side of the texture with the left side of the face.
|
|
case TEXTURE_JUSTIFY_LEFT:
|
|
{
|
|
texture.UAxis[3] = -TopLeft[0];
|
|
break;
|
|
}
|
|
|
|
// Align the right side of the texture with the right side of the face.
|
|
case TEXTURE_JUSTIFY_RIGHT:
|
|
{
|
|
texture.UAxis[3] = -BottomRight[0] + m_pTexture->GetMappingWidth();
|
|
break;
|
|
}
|
|
|
|
// Center the texture on the face.
|
|
case TEXTURE_JUSTIFY_CENTER:
|
|
{
|
|
texture.UAxis[3] = -Center[0] + (m_pTexture->GetMappingWidth() / 2);
|
|
texture.VAxis[3] = -Center[1] + (m_pTexture->GetMappingHeight() / 2);
|
|
break;
|
|
}
|
|
|
|
// Scale the texture to exactly fit the face.
|
|
case TEXTURE_JUSTIFY_FIT:
|
|
{
|
|
// Calculate the appropriate scale.
|
|
if (m_pTexture && m_pTexture->GetMappingWidth() && m_pTexture->GetMappingHeight())
|
|
{
|
|
texture.scale[0] = (BottomRight[0] - TopLeft[0]) / m_pTexture->GetMappingWidth();
|
|
texture.scale[1] = (BottomRight[1] - TopLeft[1]) / m_pTexture->GetMappingHeight();
|
|
}
|
|
else
|
|
{
|
|
texture.scale[0] = g_pGameConfig->GetDefaultTextureScale();
|
|
texture.scale[1] = g_pGameConfig->GetDefaultTextureScale();
|
|
}
|
|
|
|
// Justify top left.
|
|
JustifyTextureUsingExtents(TEXTURE_JUSTIFY_TOP, Extents);
|
|
JustifyTextureUsingExtents(TEXTURE_JUSTIFY_LEFT, Extents);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
NormalizeTextureShifts();
|
|
CalcTextureCoords();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eJustification -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::JustifyTexture(TextureJustification_t eJustification)
|
|
{
|
|
Extents_t Extents;
|
|
GetFaceExtents(Extents);
|
|
JustifyTextureUsingExtents(eJustification, Extents);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Offsets a texture due to texture locking when moving a face.
|
|
// Input : Delta - The x, y, z translation that was applied to the face points.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::OffsetTexture(const Vector &Delta)
|
|
{
|
|
//
|
|
// Find the projection in U/V space of this movement
|
|
// and shift the textures by that.
|
|
//
|
|
texture.UAxis[3] -= DotProduct(Delta, texture.UAxis.AsVector3D()) / texture.scale[0];
|
|
texture.VAxis[3] -= DotProduct(Delta, texture.VAxis.AsVector3D()) / texture.scale[1];
|
|
|
|
NormalizeTextureShifts();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Rotates the texture axes fDegrees counterclockwise around the
|
|
// texture normal axis.
|
|
// Input : fDegrees - Degrees to rotate the texture axes.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RotateTextureAxes(float fDegrees)
|
|
{
|
|
VMatrix Matrix;
|
|
Vector TexNormalAxis;
|
|
Vector4D UAxis;
|
|
Vector4D VAxis;
|
|
|
|
// Generate the texture normal axis, which may be different from the
|
|
// face normal, depending on texture alignment.
|
|
CrossProduct(texture.VAxis.AsVector3D(), texture.UAxis.AsVector3D(), TexNormalAxis);
|
|
|
|
// Rotate the texture axes around the texture normal.
|
|
AxisAngleMatrix(Matrix, TexNormalAxis, fDegrees);
|
|
|
|
Matrix.V4Mul( texture.UAxis, UAxis );
|
|
Matrix.V4Mul( texture.VAxis, VAxis );
|
|
|
|
texture.UAxis = UAxis;
|
|
texture.VAxis = VAxis;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Rebuilds the plane normal and distance from the plane points.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CalcPlane(void)
|
|
{
|
|
//
|
|
// Build the plane normal and distance from the three plane points.
|
|
//
|
|
plane.normal = GetNormalFromPoints( plane.planepts[0], plane.planepts[1], plane.planepts[2] );
|
|
plane.dist = DotProduct(plane.planepts[0], plane.normal);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Rebuilds the plane points from our face points.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CalcPlaneFromFacePoints(void)
|
|
{
|
|
if ((nPoints >= 3) && (Points != NULL))
|
|
{
|
|
//
|
|
// Use the face points as a preliminary set of plane points.
|
|
//
|
|
memcpy(plane.planepts, Points, sizeof(Vector) * 3);
|
|
|
|
//
|
|
// Generate the plane normal and distance from the plane points.
|
|
//
|
|
CalcPlane();
|
|
|
|
//
|
|
// Now project large coordinates onto the plane to generate new
|
|
// plane points that will be less prone to error creep.
|
|
//
|
|
// UNDONE: push out the points along the plane for better precision
|
|
}
|
|
}
|
|
|
|
|
|
void CMapFace::AddShadowingTriangles( CUtlVector<Vector> &tri_list )
|
|
{
|
|
// create a fan
|
|
if (! (m_nFaceFlags & FACE_FLAGS_NOSHADOW ))
|
|
for(int i=2;i<nPoints;i++)
|
|
{
|
|
tri_list.AddToTail( Points[0] );
|
|
tri_list.AddToTail( Points[i-1] );
|
|
tri_list.AddToTail( Points[i] );
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUGPTS
|
|
void CMapFace::DebugPoints(void)
|
|
{
|
|
// check for dup points
|
|
for(i = 0; i < nPoints; i++)
|
|
{
|
|
for(int j = 0; j < nPoints; j++)
|
|
{
|
|
if(j == i)
|
|
continue;
|
|
if(Points[j][0] == Points[i][0] &&
|
|
Points[j][1] == Points[i][1] &&
|
|
Points[j][2] == Points[i][2])
|
|
{
|
|
AfxMessageBox("Dup Points in CMapFace::Create(winding_t*)");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create the face from a winding type.
|
|
// w - Winding from which to create the face.
|
|
// nFlags -
|
|
// CREATE_FACE_PRESERVE_PLANE:
|
|
// CREATE_FACE_CLIPPING: the new face is a clipped version of this face
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CreateFace(winding_t *w, int nFlags)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
AllocatePoints(w->numpoints);
|
|
for (int i = 0; i < nPoints; i++)
|
|
{
|
|
Points[i][0] = w->p[i][0];
|
|
Points[i][1] = w->p[i][1];
|
|
Points[i][2] = w->p[i][2];
|
|
}
|
|
|
|
if (!(nFlags & CREATE_FACE_PRESERVE_PLANE))
|
|
{
|
|
CalcPlaneFromFacePoints();
|
|
}
|
|
|
|
//
|
|
// Create a new displacement surface if the clipped surfaces is a quad.
|
|
//
|
|
// This assumes it is being called by the clipper!!! (Bad assumption).
|
|
//
|
|
if( HasDisp() && ( nFlags & CREATE_FACE_CLIPPING ) )
|
|
{
|
|
if ( nPoints == 4 )
|
|
{
|
|
// Setup new displacement surface.
|
|
EditDispHandle_t hClipDisp = EditDispMgr()->Create();
|
|
CMapDisp *pClipDisp = EditDispMgr()->GetDisp( hClipDisp );
|
|
|
|
// Get older displacement surface.
|
|
EditDispHandle_t hDisp = GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( hDisp );
|
|
|
|
// Init new displacement surface.
|
|
pClipDisp->SetParent( this );
|
|
|
|
// Apply the new displacement to this face, but keep the old one
|
|
// around -- we need it for the split operation.
|
|
SetDisp( hClipDisp, false );
|
|
pClipDisp->InitData( pDisp->GetPower() );
|
|
|
|
// Calculate texture coordinates before splitting because we
|
|
// need the texture coords during the split.
|
|
CalcTextureCoords();
|
|
|
|
// Split the old displacement and put the results into hClipDisp.
|
|
pDisp->Split( hClipDisp );
|
|
|
|
// Delete the old displacement that was on this face.
|
|
EditDispMgr()->Destroy( hDisp );
|
|
}
|
|
else
|
|
{
|
|
SetDisp( EDITDISPHANDLE_INVALID );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CalcTextureCoords();
|
|
}
|
|
#ifdef ENSUREDETAILS
|
|
// Create any detail objects if appropriate
|
|
DetailObjects::BuildAnyDetailObjects(this);
|
|
#endif
|
|
|
|
#ifdef DEBUGPTS
|
|
DebugPoints();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allocates space in Points array for nPoints worth of Vectors and
|
|
// the corresponding texture and lightmap coordinates (Vector2D's). Frees
|
|
// current points if there are any.
|
|
// Input : _nPoints - number of points needed.
|
|
// Output : Total size of memory used by the points, texture, and lightmap coordinates.
|
|
//-----------------------------------------------------------------------------
|
|
size_t CMapFace::AllocatePoints(int _nPoints)
|
|
{
|
|
//
|
|
// If we have already allocated this many points, do nothing.
|
|
//
|
|
if ((Points != NULL) && (_nPoints == nPoints))
|
|
{
|
|
return(nPoints * (sizeof(Vector) + sizeof(Vector2D) + sizeof(Vector2D)));
|
|
}
|
|
|
|
//
|
|
// If we have the wrong number of points allocated, free the memory.
|
|
//
|
|
if (Points != NULL)
|
|
{
|
|
delete [] Points;
|
|
Points = NULL;
|
|
|
|
delete [] m_pTextureCoords;
|
|
m_pTextureCoords = NULL;
|
|
|
|
delete [] m_pLightmapCoords;
|
|
m_pLightmapCoords = NULL;
|
|
}
|
|
|
|
Assert( nPoints == 0 || nPoints > 2 );
|
|
|
|
nPoints = _nPoints;
|
|
|
|
if (!_nPoints)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
//
|
|
// Allocate the correct number of points, texture coords, and lightmap coords.
|
|
//
|
|
Points = new Vector[nPoints];
|
|
m_pTextureCoords = new Vector2D[nPoints];
|
|
m_pLightmapCoords = new Vector2D[nPoints];
|
|
|
|
// dvs: check for failure here and report an out of memory error
|
|
Assert(Points != NULL);
|
|
Assert(m_pTextureCoords != NULL);
|
|
Assert(m_pLightmapCoords != NULL);
|
|
|
|
return(nPoints * (sizeof(Vector) + sizeof(Vector2D) + sizeof(Vector2D)));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pTexture -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::SetTexture(IEditorTexture *pTexture, bool bRescaleTextureCoordinates)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
if ( m_pTexture && pTexture && bRescaleTextureCoordinates )
|
|
{
|
|
float flXFactor = (float)m_pTexture->GetMappingWidth() / pTexture->GetMappingWidth();
|
|
float flYFactor = (float)m_pTexture->GetMappingHeight() / pTexture->GetMappingHeight();
|
|
|
|
texture.scale[0] *= flXFactor;
|
|
texture.scale[1] *= flYFactor;
|
|
|
|
texture.UAxis[3] /= flXFactor;
|
|
texture.VAxis[3] /= flYFactor;
|
|
}
|
|
|
|
m_pTexture = pTexture;
|
|
|
|
// Copy other things from m_pTexture.
|
|
m_pTexture->GetShortName(texture.texture);
|
|
texture.q2surface = m_pTexture->GetSurfaceAttributes();
|
|
texture.q2contents = m_pTexture->GetSurfaceContents();
|
|
|
|
BOOL bTexValid = FALSE;
|
|
if (m_pTexture != NULL)
|
|
{
|
|
// Insure that the texture is loaded.
|
|
m_pTexture->Load();
|
|
|
|
bTexValid = !(
|
|
m_pTexture->GetPreviewImageWidth() == 0 ||
|
|
m_pTexture->GetPreviewImageHeight() == 0 ||
|
|
m_pTexture->GetMappingWidth() == 0 ||
|
|
m_pTexture->GetMappingHeight() == 0 ||
|
|
!m_pTexture->HasData()
|
|
);
|
|
}
|
|
|
|
if (bTexValid)
|
|
{
|
|
CalcTextureCoords();
|
|
}
|
|
|
|
UpdateFaceFlags();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets this face's texture by name.
|
|
// Input : pszNewTex - Short name of texture to apply to this face.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::SetTexture(const char *pszNewTex, bool bRescaleTextureCoordinates)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
IEditorTexture *pTexture = g_Textures.FindActiveTexture(pszNewTex);
|
|
SetTexture(pTexture, bRescaleTextureCoordinates);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CalcTextureCoordAtPoint( const Vector& pt, Vector2D &texCoord )
|
|
{
|
|
// sanity check
|
|
if( m_pTexture == NULL )
|
|
return;
|
|
|
|
//
|
|
// projected s, t (u, v) texture coordinates
|
|
//
|
|
float s = DotProduct( texture.UAxis.AsVector3D(), pt ) / texture.scale[0] + texture.UAxis[3];
|
|
float t = DotProduct( texture.VAxis.AsVector3D(), pt ) / texture.scale[1] + texture.VAxis[3];
|
|
|
|
//
|
|
// "normalize" the texture coordinates
|
|
//
|
|
if ( m_pTexture->GetMappingWidth() )
|
|
texCoord[0] = s / ( float )m_pTexture->GetMappingWidth();
|
|
else
|
|
texCoord[0] = 0.0;
|
|
|
|
if ( m_pTexture->GetMappingHeight() )
|
|
texCoord[1] = t / ( float )m_pTexture->GetMappingHeight();
|
|
else
|
|
texCoord[1] = 0.0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CalcLightmapCoordAtPoint( const Vector& pt, Vector2D &lightCoord )
|
|
{
|
|
lightCoord[0] = DotProduct( texture.UAxis.AsVector3D(), pt ) / texture.nLightmapScale + 0.5f;
|
|
lightCoord[1] = DotProduct( texture.VAxis.AsVector3D(), pt ) / texture.nLightmapScale + 0.5f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculates the U,V texture coordinates of all points on this face.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CalcTextureCoords(void)
|
|
{
|
|
float s, t;
|
|
int i;
|
|
|
|
if (m_pTexture == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Make sure that scales are nonzero.
|
|
//
|
|
if (texture.scale[0] == 0)
|
|
{
|
|
texture.scale[0] = g_pGameConfig->GetDefaultTextureScale();
|
|
}
|
|
|
|
if (texture.scale[1] == 0)
|
|
{
|
|
texture.scale[1] = g_pGameConfig->GetDefaultTextureScale();
|
|
}
|
|
|
|
//
|
|
// Recalculate U,V coordinates for all points.
|
|
//
|
|
for (i = 0; i < nPoints; i++)
|
|
{
|
|
//
|
|
// Generate texture coordinates.
|
|
//
|
|
s = DotProduct(texture.UAxis.AsVector3D(), Points[i]) / texture.scale[0] + texture.UAxis[3];
|
|
t = DotProduct(texture.VAxis.AsVector3D(), Points[i]) / texture.scale[1] + texture.VAxis[3];
|
|
|
|
if (m_pTexture->GetMappingWidth())
|
|
m_pTextureCoords[i][0] = s / (float)m_pTexture->GetMappingWidth();
|
|
else
|
|
m_pTextureCoords[i][0] = 0.0f;
|
|
|
|
if (m_pTexture->GetMappingHeight())
|
|
m_pTextureCoords[i][1] = t / (float)m_pTexture->GetMappingHeight();
|
|
else
|
|
m_pTextureCoords[i][1] = 0.0f;
|
|
|
|
//
|
|
// Generate lightmap coordinates. Lightmap coordinates for displacements happens below.
|
|
//
|
|
if ( m_DispHandle == EDITDISPHANDLE_INVALID )
|
|
{
|
|
float shiftScaleU = texture.scale[0] / (float)texture.nLightmapScale;
|
|
float shiftScaleV = texture.scale[1] / (float)texture.nLightmapScale;
|
|
|
|
m_pLightmapCoords[i][0] = DotProduct(texture.UAxis.AsVector3D(), Points[i]) / texture.nLightmapScale + texture.UAxis[3] * shiftScaleU + 0.5;
|
|
m_pLightmapCoords[i][1] = DotProduct(texture.VAxis.AsVector3D(), Points[i]) / texture.nLightmapScale + texture.VAxis[3] * shiftScaleV + 0.5;
|
|
}
|
|
}
|
|
|
|
//
|
|
// update the displacement map with new texture coordinates and calculate lightmap coordinates
|
|
//
|
|
if( ( m_DispHandle != EDITDISPHANDLE_INVALID ) && nPoints == 4 )
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
pDisp->InitDispSurfaceData( this, false );
|
|
pDisp->Create();
|
|
}
|
|
|
|
// re-calculate the tangent space
|
|
CalcTangentSpaceAxes();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the max lightmap size for this face
|
|
//-----------------------------------------------------------------------------
|
|
int CMapFace::MaxLightmapSize() const
|
|
{
|
|
return HasDisp() ? MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER : MAX_BRUSH_LIGHTMAP_DIM_WITHOUT_BORDER;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks the validity of this face.
|
|
// Input : pInfo -
|
|
// Output : Returns TRUE on success, FALSE on failure.
|
|
//-----------------------------------------------------------------------------
|
|
BOOL CMapFace::CheckFace(CCheckFaceInfo *pInfo)
|
|
{
|
|
if (!::CheckFace(Points, nPoints, &plane.normal, plane.dist, pInfo))
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
//
|
|
// Check for duplicate plane points. All three plane points must be unique
|
|
// or it isn't a valid plane.
|
|
//
|
|
for (int nPlane = 0; nPlane < 3; nPlane++)
|
|
{
|
|
for (int nPlaneCheck = 0; nPlaneCheck < 3; nPlaneCheck++)
|
|
{
|
|
if (nPlane != nPlaneCheck)
|
|
{
|
|
if (VectorCompare(plane.planepts[nPlane], plane.planepts[nPlaneCheck]))
|
|
{
|
|
if (pInfo != NULL)
|
|
{
|
|
strcpy(pInfo->szDescription, "face has duplicate plane points");
|
|
}
|
|
return(FALSE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Included for loading old (quake-style) maps. This sets up the texture axes
|
|
// the same way QCSG and pre-2.2 Hammer did.
|
|
// Input : UAxis -
|
|
// VAxis -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::InitializeQuakeStyleTextureAxes(Vector4D& UAxis, Vector4D& VAxis)
|
|
{
|
|
static Vector baseaxis[18] =
|
|
{
|
|
Vector(0,0,1), Vector(1,0,0), Vector(0,-1,0), // floor
|
|
Vector(0,0,-1), Vector(1,0,0), Vector(0,-1,0), // ceiling
|
|
Vector(1,0,0), Vector(0,1,0), Vector(0,0,-1), // west wall
|
|
Vector(-1,0,0), Vector(0,1,0), Vector(0,0,-1), // east wall
|
|
Vector(0,1,0), Vector(1,0,0), Vector(0,0,-1), // south wall
|
|
Vector(0,-1,0), Vector(1,0,0), Vector(0,0,-1) // north wall
|
|
};
|
|
|
|
int bestaxis;
|
|
vec_t dot,best;
|
|
int i;
|
|
|
|
best = 0;
|
|
bestaxis = 0;
|
|
|
|
for (i=0 ; i<6 ; i++)
|
|
{
|
|
dot = DotProduct(plane.normal, baseaxis[i*3]);
|
|
if (dot > best)
|
|
{
|
|
best = dot;
|
|
bestaxis = i;
|
|
}
|
|
}
|
|
|
|
UAxis.AsVector3D() = baseaxis[bestaxis * 3 + 1];
|
|
VAxis.AsVector3D() = baseaxis[bestaxis * 3 + 2];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Should we render this lit or not
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderUnlit( bool enable )
|
|
{
|
|
m_bIgnoreLighting = enable;
|
|
}
|
|
|
|
|
|
|
|
inline void Modulate( Color &pColor, float f )
|
|
{
|
|
pColor[0] *= f;
|
|
pColor[1] *= f;
|
|
pColor[2] *= f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the color and texture to use
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CMapFace::ComputeColor( CRender3D* pRender, bool bRenderAsSelected,
|
|
SelectionState_t faceSelectionState,
|
|
bool ignoreLighting, Color &pColor )
|
|
{
|
|
EditorRenderMode_t eCurrentRenderMode = pRender->GetCurrentRenderMode();
|
|
|
|
// White w/alpha by default
|
|
pColor[0] = pColor[1] = pColor[2] = 255;
|
|
pColor[3] = m_uchAlpha;
|
|
|
|
float fShade;
|
|
if (!ignoreLighting)
|
|
fShade = pRender->LightPlane(plane.normal);
|
|
else
|
|
fShade = 1.0;
|
|
|
|
switch (eCurrentRenderMode)
|
|
{
|
|
case RENDER_MODE_TEXTURED:
|
|
case RENDER_MODE_TEXTURED_SHADED:
|
|
case RENDER_MODE_LIGHT_PREVIEW2:
|
|
case RENDER_MODE_LIGHT_PREVIEW_RAYTRACED:
|
|
Modulate( pColor, fShade );
|
|
break;
|
|
|
|
case RENDER_MODE_SELECTION_OVERLAY:
|
|
if( faceSelectionState == SELECT_MULTI_PARTIAL )
|
|
{
|
|
pColor[2] = 100;
|
|
pColor[3] = 64;
|
|
}
|
|
else if( ( faceSelectionState == SELECT_NORMAL ) || bRenderAsSelected )
|
|
{
|
|
SelectFaceColor( pColor );
|
|
pColor[3] = 64;
|
|
}
|
|
break;
|
|
|
|
case RENDER_MODE_LIGHTMAP_GRID:
|
|
if (bRenderAsSelected)
|
|
{
|
|
SelectFaceColor( pColor );
|
|
}
|
|
else if (texture.nLightmapScale > DEFAULT_LIGHTMAP_SCALE)
|
|
{
|
|
pColor[0] = 150;
|
|
}
|
|
else if (texture.nLightmapScale < DEFAULT_LIGHTMAP_SCALE)
|
|
{
|
|
pColor[2] = 100;
|
|
}
|
|
|
|
Modulate( pColor, fShade );
|
|
break;
|
|
|
|
case RENDER_MODE_TRANSLUCENT_FLAT:
|
|
case RENDER_MODE_FLAT:
|
|
if (bRenderAsSelected)
|
|
SelectFaceColor( pColor );
|
|
else
|
|
pColor.SetColor( r,g,b,m_uchAlpha );
|
|
|
|
Modulate( pColor, fShade );
|
|
break;
|
|
|
|
case RENDER_MODE_WIREFRAME:
|
|
if (bRenderAsSelected)
|
|
SelectEdgeColor( pColor );
|
|
else
|
|
pColor.SetColor( r,g,b,m_uchAlpha );
|
|
|
|
break;
|
|
|
|
case RENDER_MODE_SMOOTHING_GROUP:
|
|
{
|
|
// Render the non-smoothing group faces in white, yellow for the others.
|
|
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
|
|
if ( pDoc )
|
|
{
|
|
int iGroup = pDoc->GetSmoothingGroupVisual();
|
|
if ( InSmoothingGroup( iGroup ) )
|
|
{
|
|
pColor[2] = 0;
|
|
}
|
|
}
|
|
|
|
Modulate( pColor, fShade );
|
|
break;
|
|
}
|
|
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
static bool ModeUsesTextureCoords(EditorRenderMode_t mode)
|
|
{
|
|
return (
|
|
(mode == RENDER_MODE_TEXTURED) ||
|
|
(mode == RENDER_MODE_LIGHTMAP_GRID) ||
|
|
(mode == RENDER_MODE_TEXTURED_SHADED) ||
|
|
(mode == RENDER_MODE_LIGHT_PREVIEW2) ||
|
|
(mode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED)
|
|
);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the face using the material system material
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::DrawFace( Color &pColor, EditorRenderMode_t mode )
|
|
{
|
|
// retrieve the coordinate frame to render into
|
|
// (most likely just the identity, unless we're animating)
|
|
VMatrix frame;
|
|
bool hasParent = GetTransformMatrix( frame );
|
|
|
|
// don't do this -- if you use the material system to rotate and/or translate
|
|
// this will cull the locally spaced object!! -- need to pass around a flag!
|
|
#if 0
|
|
// A little culling....
|
|
float fEyeDot = DotProduct(plane.normal, ViewPoint);
|
|
if ((fEyeDot < plane.dist) && (mode != RENDER_MODE_WIREFRAME) && !hasParent &&
|
|
(m_uchAlpha == 255))
|
|
{
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
|
|
// don't draw no draws in ray tracced mode
|
|
if ( mode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED )
|
|
{
|
|
if ( m_nFaceFlags & FACE_FLAGS_NODRAW_IN_LPREVIEW )
|
|
return;
|
|
}
|
|
|
|
|
|
MaterialPrimitiveType_t type = (mode == RENDER_MODE_WIREFRAME) ?
|
|
MATERIAL_LINE_LOOP : MATERIAL_POLYGON;
|
|
|
|
CMeshBuilder meshBuilder;
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
|
meshBuilder.Begin( pMesh, type, nPoints );
|
|
|
|
for (int nPoint = 0; nPoint < nPoints; nPoint++)
|
|
{
|
|
if (ModeUsesTextureCoords(mode))
|
|
{
|
|
meshBuilder.TexCoord2f( 0, m_pTextureCoords[nPoint][0], m_pTextureCoords[nPoint][1] );
|
|
meshBuilder.TexCoord2f( 1, m_pLightmapCoords[nPoint][0], m_pLightmapCoords[nPoint][1]);
|
|
}
|
|
|
|
meshBuilder.Color4ubv( (byte*)&pColor );
|
|
|
|
// transform into absolute space
|
|
if ( hasParent )
|
|
{
|
|
Vector point;
|
|
VectorTransform( Points[nPoint], frame.As3x4(), point );
|
|
meshBuilder.Position3f(point[0], point[1], point[2]);
|
|
}
|
|
else
|
|
{
|
|
meshBuilder.Position3f(Points[nPoint][0], Points[nPoint][1], Points[nPoint][2]);
|
|
}
|
|
|
|
// FIXME: no smoothing group information
|
|
meshBuilder.Normal3fv(plane.normal.Base());
|
|
meshBuilder.TangentS3fv( m_pTangentAxes[nPoint].tangent.Base() );
|
|
meshBuilder.TangentT3fv( m_pTangentAxes[nPoint].binormal.Base() );
|
|
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders the grid on the face
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderGridIfCloseEnough( CRender3D* pRender )
|
|
{
|
|
CMapFace *pThis = this;
|
|
RenderGridsIfCloseEnough( pRender, 1, &pThis );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// renders the texture axes
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderTextureAxes( CRender3D* pRender )
|
|
{
|
|
CMapFace *pThis = this;
|
|
RenderTextureAxes( pRender, 1, &pThis );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// for sorting
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::ShouldRenderLast()
|
|
{
|
|
if (!m_pTexture || !m_pTexture->GetMaterial())
|
|
return false;
|
|
|
|
return m_pTexture->GetMaterial()->IsTranslucent() || (m_uchAlpha != 255) ;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// render texture axes
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderTextureAxes( CRender3D* pRender, int nCount, CMapFace **ppFaces )
|
|
{
|
|
// Render the world axes.
|
|
pRender->PushRenderMode( RENDER_MODE_WIREFRAME );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 2 * nCount );
|
|
|
|
Vector Center;
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
ppFaces[i]->GetCenter(Center);
|
|
|
|
meshBuilder.Color3ub(255, 255, 0);
|
|
meshBuilder.Position3f(Center[0], Center[1], Center[2]);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color3ub(255, 255, 0);
|
|
meshBuilder.Position3f(Center[0] + ppFaces[i]->texture.UAxis[0] * TEXTURE_AXIS_LENGTH,
|
|
Center[1] + ppFaces[i]->texture.UAxis[1] * TEXTURE_AXIS_LENGTH,
|
|
Center[2] + ppFaces[i]->texture.UAxis[2] * TEXTURE_AXIS_LENGTH);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color3ub(0, 255, 0);
|
|
meshBuilder.Position3f(Center[0], Center[1], Center[2]);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Color3ub(0, 255, 0);
|
|
meshBuilder.Position3f(Center[0] + ppFaces[i]->texture.VAxis[0] * TEXTURE_AXIS_LENGTH,
|
|
Center[1] + ppFaces[i]->texture.VAxis[1] * TEXTURE_AXIS_LENGTH,
|
|
Center[2] + ppFaces[i]->texture.VAxis[2] * TEXTURE_AXIS_LENGTH);
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
pRender->PopRenderMode();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Render grids
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::Render3DGrids( CRender3D *pRender, int nCount, CMapFace **ppFaces )
|
|
{
|
|
// FIXME: Optimize this to render all of them in a single call
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
ppFaces[i]->Render3DGrid( pRender );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Render grids
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderGridsIfCloseEnough( CRender3D* pRender, int nCount, CMapFace **ppFaces )
|
|
{
|
|
// If the 3D grid is enabled and we aren't picking,
|
|
// render the grid on this face.
|
|
if ( (!pRender->IsEnabled(RENDER_GRID)) || pRender->IsPicking() )
|
|
return;
|
|
|
|
Vector Maxs;
|
|
Vector Mins;
|
|
float fGridSize = pRender->GetGridDistance();
|
|
|
|
Vector viewPoint; pRender->GetCamera()->GetViewPoint( viewPoint );
|
|
|
|
CMapFace **ppFinalList = (CMapFace**)_alloca( nCount * sizeof(CMapFace*) );
|
|
int nFinalCount = 0;
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
ppFaces[i]->GetFaceBounds(Mins, Maxs);
|
|
|
|
for ( int j = 0; j < 3; j++)
|
|
{
|
|
Mins[j] -= fGridSize;
|
|
Maxs[j] += fGridSize;
|
|
}
|
|
|
|
// Only render the grid if the face is close enough to the camera.
|
|
if ( IsPointInBox(viewPoint, Mins, Maxs) )
|
|
{
|
|
ppFinalList[nFinalCount++] = ppFaces[i];
|
|
}
|
|
}
|
|
|
|
Render3DGrids( pRender, nFinalCount, ppFinalList );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds a face's vertices to the meshbuilder
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::AddFaceVertices( CMeshBuilder &meshBuilder, CRender3D* pRender, bool bRenderSelected, SelectionState_t faceSelectionState)
|
|
{
|
|
Vector point;
|
|
VMatrix frame;
|
|
Color color;
|
|
|
|
bool bHasParent = GetTransformMatrix( frame );
|
|
ComputeColor( pRender, bRenderSelected, faceSelectionState, m_bIgnoreLighting, color );
|
|
|
|
for ( int nPoint = 0; nPoint < nPoints; nPoint++ )
|
|
{
|
|
if ( bHasParent )
|
|
{
|
|
// transform into absolute space
|
|
VectorTransform( Points[nPoint], frame.As3x4(), point );
|
|
meshBuilder.Position3fv( point.Base() );
|
|
}
|
|
else
|
|
{
|
|
meshBuilder.Position3fv( Points[nPoint].Base() );
|
|
}
|
|
|
|
meshBuilder.Normal3fv( plane.normal.Base() );
|
|
meshBuilder.Color4ubv( (byte*)&color );
|
|
|
|
meshBuilder.TexCoord2fv( 0, m_pTextureCoords[nPoint].Base() );
|
|
meshBuilder.TexCoord2fv( 1, m_pLightmapCoords[nPoint].Base() );
|
|
meshBuilder.TangentS3fv( m_pTangentAxes[nPoint].tangent.Base() );
|
|
meshBuilder.TangentT3fv( m_pTangentAxes[nPoint].binormal.Base() );
|
|
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
}
|
|
|
|
|
|
struct MapFaceRender_t
|
|
{
|
|
bool m_RenderSelected;
|
|
EditorRenderMode_t m_RenderMode;
|
|
IEditorTexture* m_pTexture;
|
|
CMapFace* m_pMapFace;
|
|
SelectionState_t m_FaceSelectionState;
|
|
};
|
|
|
|
typedef CUtlRBTree<MapFaceRender_t, int> FaceQueue_t;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// draws a list of faces in wireframe
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderWireframeFaces( CRender3D* pRender, int nCount, MapFaceRender_t **ppFaces )
|
|
{
|
|
|
|
// Draw the texture axes
|
|
int nAxesCount = 0;
|
|
CMapFace **ppAxesFaces = (CMapFace**)_alloca( nCount * sizeof(CMapFace*) );
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
if ( ppFaces[i]->m_FaceSelectionState != SELECT_NONE )
|
|
{
|
|
ppAxesFaces[ nAxesCount++ ] = ppFaces[i]->m_pMapFace;
|
|
}
|
|
}
|
|
|
|
if ( nAxesCount != 0 )
|
|
{
|
|
RenderTextureAxes( pRender, nAxesCount, ppAxesFaces );
|
|
}
|
|
|
|
if ( pRender->IsEnabled(RENDER_GRID) )
|
|
{
|
|
// Draw the grid
|
|
CMapFace **ppGridFaces = (CMapFace**)_alloca( nCount * sizeof(CMapFace*) );
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
ppGridFaces[i] = ppFaces[i]->m_pMapFace;
|
|
}
|
|
|
|
RenderGridsIfCloseEnough( pRender, nCount, ppGridFaces );
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a batch of faces.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderFacesBatch( CMeshBuilder &meshBuilder, IMesh* pMesh, CRender3D* pRender, MapFaceRender_t **ppFaces, int nFaceCount, int nVertexCount, int nIndexCount, bool bWireframe )
|
|
{
|
|
if ( bWireframe )
|
|
{
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, nVertexCount, nIndexCount );
|
|
}
|
|
else
|
|
{
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertexCount, nIndexCount );
|
|
}
|
|
|
|
int nFirstVertex = 0;
|
|
|
|
for ( int i = 0; i < nFaceCount; ++i )
|
|
{
|
|
CMapFace *pMapFace = ppFaces[i]->m_pMapFace;
|
|
|
|
pMapFace->AddFaceVertices( meshBuilder, pRender, ppFaces[i]->m_RenderSelected, ppFaces[i]->m_FaceSelectionState );
|
|
|
|
int nPoints = pMapFace->GetPointCount();
|
|
|
|
if ( bWireframe )
|
|
{
|
|
meshBuilder.FastIndex( nFirstVertex );
|
|
for ( int j = 1; j < nPoints; ++j )
|
|
{
|
|
meshBuilder.FastIndex( nFirstVertex + j );
|
|
meshBuilder.FastIndex( nFirstVertex + j );
|
|
}
|
|
meshBuilder.FastIndex( nFirstVertex );
|
|
}
|
|
else
|
|
{
|
|
for ( int j = 2; j < nPoints; ++j )
|
|
{
|
|
meshBuilder.FastIndex( nFirstVertex );
|
|
meshBuilder.FastIndex( nFirstVertex + j - 1 );
|
|
meshBuilder.FastIndex( nFirstVertex + j );
|
|
}
|
|
}
|
|
|
|
nFirstVertex += nPoints;
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a list of faces, breaking them up into batches if necessary.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderFaces( CRender3D* pRender, int nCount, MapFaceRender_t **ppFaces )
|
|
{
|
|
if ( nCount == 0 )
|
|
return;
|
|
|
|
bool bWireframe = ppFaces[0]->m_RenderMode == RENDER_MODE_WIREFRAME;
|
|
|
|
if ( RenderingModeIsTextured(ppFaces[0]->m_RenderMode))
|
|
{
|
|
pRender->BindTexture( ppFaces[0]->m_pTexture );
|
|
}
|
|
|
|
pRender->PushRenderMode( ppFaces[0]->m_RenderMode );
|
|
|
|
int nBatchStart = 0;
|
|
int nIndexCount = 0;
|
|
int nVertexCount = 0;
|
|
|
|
int nMaxVerts, nMaxIndices;
|
|
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
|
|
|
pRenderContext->GetMaxToRender( pMesh, true, &nMaxVerts, &nMaxIndices );
|
|
|
|
// Make sure we have enough for at least one triangle...
|
|
int nMinVerts = ppFaces[0]->m_pMapFace->GetPointCount();
|
|
int nMinIndices = max( nMinVerts*2, (nMinVerts-2)*3 );
|
|
if ( nMaxVerts < nMinVerts || nMaxIndices < nMinIndices )
|
|
{
|
|
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVerts, &nMaxIndices );
|
|
}
|
|
|
|
CMeshBuilder meshBuilder;
|
|
for ( int nFace = 0; nFace < nCount; nFace++ )
|
|
{
|
|
Assert( ppFaces[nFace]->m_RenderMode == ppFaces[0]->m_RenderMode );
|
|
Assert( ppFaces[nFace]->m_pTexture == ppFaces[0]->m_pTexture );
|
|
|
|
int newIndices, newVertices = ppFaces[nFace]->m_pMapFace->GetPointCount();
|
|
|
|
if( bWireframe )
|
|
{
|
|
newIndices = newVertices*2;
|
|
}
|
|
else
|
|
{
|
|
newIndices = (newVertices-2) * 3;
|
|
}
|
|
|
|
if ( ( ( nVertexCount + newVertices ) > nMaxVerts ) || ( ( nIndexCount + newIndices ) > nMaxIndices ) )
|
|
{
|
|
// If we hit this assert, there's a single face that's too big for the meshbuilder to handle!
|
|
Assert( ( nFace - nBatchStart ) > 0 );
|
|
|
|
// We have a full batch, render it.
|
|
|
|
RenderFacesBatch( meshBuilder, pMesh, pRender, &ppFaces[nBatchStart], nFace - nBatchStart, nVertexCount, nIndexCount, bWireframe );
|
|
|
|
pRenderContext->GetMaxToRender( pMesh, false, &nMaxVerts, &nMaxIndices );
|
|
|
|
nBatchStart = nFace;
|
|
nVertexCount = 0;
|
|
nIndexCount = 0;
|
|
}
|
|
|
|
nVertexCount += newVertices;
|
|
nIndexCount += newIndices;
|
|
}
|
|
|
|
// Render whatever is left over.
|
|
RenderFacesBatch( meshBuilder, pMesh, pRender, &ppFaces[nBatchStart], nCount - nBatchStart, nVertexCount, nIndexCount, bWireframe );
|
|
|
|
//render additional wireframe stuff
|
|
if ( bWireframe )
|
|
{
|
|
RenderWireframeFaces( pRender, nCount, ppFaces );
|
|
}
|
|
|
|
pRender->PopRenderMode();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// draws a single face (displacement or normal)
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderFace3D( CRender3D* pRender, EditorRenderMode_t renderMode, bool renderSelected, SelectionState_t faceSelectionState )
|
|
{
|
|
pRender->PushRenderMode( renderMode );
|
|
|
|
if ( HasDisp() && CMapDoc::GetActiveMapDoc() && CMapDoc::GetActiveMapDoc()->IsDispDraw3D() )
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
pDisp->Render3D( pRender, renderSelected, faceSelectionState );
|
|
}
|
|
else
|
|
{
|
|
Color color;
|
|
ComputeColor( pRender, renderSelected, faceSelectionState, m_bIgnoreLighting, color );
|
|
DrawFace( color, renderMode );
|
|
}
|
|
|
|
// Draw the texture axes
|
|
if( renderMode == RENDER_MODE_WIREFRAME )
|
|
{
|
|
if (faceSelectionState != SELECT_NONE)
|
|
RenderTextureAxes(pRender);
|
|
|
|
// Draw the grid
|
|
RenderGridIfCloseEnough( pRender );
|
|
}
|
|
else if ( m_pDetailObjects && Options.general.bShowDetailObjects )
|
|
{
|
|
|
|
// Only draw the detailed objects if the displacement/face is not currently selected.
|
|
pRender->AddTranslucentDeferredRendering( m_pDetailObjects );
|
|
}
|
|
|
|
pRender->PopRenderMode();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : mode -
|
|
//-----------------------------------------------------------------------------
|
|
static int SortVal(EditorRenderMode_t mode)
|
|
{
|
|
if (mode == RENDER_MODE_WIREFRAME)
|
|
return 2;
|
|
if ( mode == RENDER_MODE_SELECTION_OVERLAY )
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : s1 -
|
|
// s2 -
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
static bool OpaqueFacesLessFunc( const MapFaceRender_t &s1, const MapFaceRender_t &s2 )
|
|
{
|
|
// Render texture first, overlay second, wireframe 3rd
|
|
int nSort1 = SortVal(s1.m_RenderMode);
|
|
int nSort2 = SortVal(s2.m_RenderMode);
|
|
if (nSort1 < nSort2)
|
|
return true;
|
|
if (nSort1 > nSort2)
|
|
return false;
|
|
|
|
return s1.m_pTexture < s2.m_pTexture;
|
|
}
|
|
|
|
|
|
static FaceQueue_t g_OpaqueFaces(0, 0, OpaqueFacesLessFunc);
|
|
static CUtlVector< FaceQueue_t * > g_OpaqueInstanceFaces;
|
|
static FaceQueue_t *g_CurrentOpaqueFaces = &g_OpaqueFaces;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: this function will add the face to the sorted current queue
|
|
// Input : pMapFace - the face to be added
|
|
// pTexture - the texture of the face
|
|
// renderMode - what type of rendering mode
|
|
// selected - if it is selected or not ( selected appears on top )
|
|
// faceSelectionState - if the face is individual selected
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::AddFaceToQueue( CMapFace* pMapFace, IEditorTexture* pTexture, EditorRenderMode_t renderMode, bool selected, SelectionState_t faceSelectionState )
|
|
{
|
|
MapFaceRender_t newEntry;
|
|
newEntry.m_RenderMode = renderMode;
|
|
newEntry.m_pTexture = pTexture;
|
|
newEntry.m_RenderSelected = selected;
|
|
newEntry.m_pMapFace = pMapFace;
|
|
newEntry.m_FaceSelectionState = faceSelectionState;
|
|
g_CurrentOpaqueFaces->Insert( newEntry );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: this function will add a new face queue to the top of the list and
|
|
// make it active
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::PushFaceQueue( void )
|
|
{
|
|
g_OpaqueInstanceFaces.AddToHead( new FaceQueue_t( 0, 0, OpaqueFacesLessFunc ) );
|
|
|
|
g_CurrentOpaqueFaces = g_OpaqueInstanceFaces.Head();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: this function will pop the top face queue off the list
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::PopFaceQueue( void )
|
|
{
|
|
Assert( g_OpaqueInstanceFaces.Count() > 0 );
|
|
|
|
FaceQueue_t *pHead = g_OpaqueInstanceFaces.Head();
|
|
|
|
g_OpaqueInstanceFaces.Remove( 0 );
|
|
delete pHead;
|
|
|
|
if ( g_OpaqueInstanceFaces.Count() )
|
|
{
|
|
g_CurrentOpaqueFaces = g_OpaqueInstanceFaces.Head();
|
|
}
|
|
else
|
|
{
|
|
g_CurrentOpaqueFaces = &g_OpaqueFaces;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// renders queued up opaque faces, sorted by material
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RenderOpaqueFaces( CRender3D* pRender )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
|
|
MapFaceRender_t **ppMapFaces = (MapFaceRender_t**)_alloca( g_CurrentOpaqueFaces->Count() * sizeof( MapFaceRender_t* ) );
|
|
int nFaceCount = 0;
|
|
|
|
int nLastRenderMode = RENDER_MODE_NONE;
|
|
IEditorTexture *pLastTexture = NULL;
|
|
|
|
for ( int i = g_CurrentOpaqueFaces->FirstInorder(); i != g_CurrentOpaqueFaces->InvalidIndex(); i = g_CurrentOpaqueFaces->NextInorder(i) )
|
|
{
|
|
MapFaceRender_t& mapFace = ( *g_CurrentOpaqueFaces)[i];
|
|
|
|
if ( ( mapFace.m_RenderMode != nLastRenderMode ) || ( mapFace.m_pTexture != pLastTexture ) )
|
|
{
|
|
RenderFaces( pRender, nFaceCount, ppMapFaces );
|
|
nFaceCount = 0;
|
|
}
|
|
|
|
if ( mapFace.m_pMapFace->HasDisp() )
|
|
{
|
|
if ( RenderingModeIsTextured( mapFace.m_RenderMode ))
|
|
{
|
|
pRender->BindTexture( mapFace.m_pTexture );
|
|
}
|
|
|
|
mapFace.m_pMapFace->RenderFace3D( pRender, mapFace.m_RenderMode, mapFace.m_RenderSelected, mapFace.m_FaceSelectionState );
|
|
}
|
|
else
|
|
{
|
|
ppMapFaces[ nFaceCount++ ] = &mapFace;
|
|
nLastRenderMode = mapFace.m_RenderMode;
|
|
pLastTexture = mapFace.m_pTexture;
|
|
}
|
|
}
|
|
|
|
RenderFaces( pRender, nFaceCount, ppMapFaces );
|
|
|
|
g_CurrentOpaqueFaces->RemoveAll();
|
|
}
|
|
|
|
|
|
void CMapFace::Render2D(CRender2D *pRender)
|
|
{
|
|
SelectionState_t eFaceSelectionState = GetSelectionState();
|
|
SelectionState_t eSolidSelectionState;
|
|
if (m_pParent != NULL)
|
|
{
|
|
eSolidSelectionState = m_pParent->GetSelectionState();
|
|
}
|
|
else
|
|
{
|
|
eSolidSelectionState = eFaceSelectionState;
|
|
}
|
|
|
|
bool bRenderSelected = ( eSolidSelectionState != SELECT_NONE );
|
|
bRenderSelected = bRenderSelected || ( ( eFaceSelectionState != SELECT_NONE ) && (CMapFace::m_bShowFaceSelection) );
|
|
|
|
Vector vViewNormal; pRender->GetCamera()->GetViewForward( vViewNormal );
|
|
Vector vNormal; GetFaceNormal( vNormal );
|
|
|
|
// if face is parallel to view axis, skip it
|
|
bool bIsParallel = ( fabs( vViewNormal.Dot( vNormal) ) < 0.0001f );
|
|
|
|
if ( HasDisp() && ( bIsParallel || bRenderSelected ) )
|
|
{
|
|
Vector mins,maxs;
|
|
|
|
GetRender2DBox( mins,maxs );
|
|
|
|
Vector2D pt,pt2;
|
|
pRender->TransformPoint(pt, mins );
|
|
pRender->TransformPoint(pt2, maxs );
|
|
|
|
int sizeX = abs(pt2.x-pt.x);
|
|
int sizeY = abs(pt2.y-pt.y);
|
|
|
|
bool bDrawDispMap = Options.view2d.bDrawModels && ( (sizeX+sizeY) > 50 || bRenderSelected );
|
|
|
|
if ( bDrawDispMap )
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
pDisp->Render2D( pRender, bRenderSelected, eFaceSelectionState );
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !bIsParallel )
|
|
{
|
|
pRender->DrawPolyLine( nPoints, Points );
|
|
}
|
|
}
|
|
|
|
void CMapFace::RenderVertices(CRender *pRender)
|
|
{
|
|
for ( int i=0; i< nPoints;i++ )
|
|
pRender->DrawHandle( Points[i] );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders this face using the given 3D renderer.
|
|
// Input : pRender - Renderer to draw with.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::Render3D( CRender3D *pRender )
|
|
{
|
|
if (nPoints == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Skip back faces unless rendering in wireframe.
|
|
//
|
|
EditorRenderMode_t eCurrentRenderMode = pRender->GetCurrentRenderMode();
|
|
|
|
if ( eCurrentRenderMode == RENDER_MODE_LIGHT_PREVIEW_RAYTRACED )
|
|
{
|
|
if ( m_nFaceFlags & FACE_FLAGS_NODRAW_IN_LPREVIEW )
|
|
return;
|
|
}
|
|
|
|
SelectionState_t eFaceSelectionState = GetSelectionState();
|
|
SelectionState_t eSolidSelectionState;
|
|
if (m_pParent != NULL)
|
|
{
|
|
eSolidSelectionState = m_pParent->GetSelectionState();
|
|
}
|
|
else
|
|
{
|
|
eSolidSelectionState = eFaceSelectionState;
|
|
}
|
|
|
|
if ( !Options.general.bShowNoDrawBrushes && eSolidSelectionState == SELECT_NONE && m_pTexture == g_Textures.GetNoDrawTexture() )
|
|
return;
|
|
|
|
//
|
|
// Draw the face.
|
|
//
|
|
bool renderSelected = ( ( eSolidSelectionState != SELECT_NONE ) );
|
|
renderSelected = renderSelected || ( ( eFaceSelectionState != SELECT_NONE ) && (CMapFace::m_bShowFaceSelection) );
|
|
|
|
if (pRender->DeferRendering())
|
|
{
|
|
AddFaceToQueue( this, m_pTexture, eCurrentRenderMode, renderSelected, eFaceSelectionState );
|
|
if ( ( renderSelected && pRender->NeedsOverlay() ) )
|
|
{
|
|
AddFaceToQueue( this, m_pTexture, RENDER_MODE_SELECTION_OVERLAY, renderSelected, eFaceSelectionState );
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// Set up the texture to use
|
|
pRender->BindTexture( m_pTexture );
|
|
|
|
RenderFace3D( pRender, eCurrentRenderMode, renderSelected, eFaceSelectionState );
|
|
if ( ( renderSelected && pRender->NeedsOverlay() ) )
|
|
{
|
|
RenderFace3D( pRender, RENDER_MODE_SELECTION_OVERLAY, renderSelected, eFaceSelectionState );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders the world grid projected onto the given face.
|
|
// Input : pFace - The face onto which the grid will be projected.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::Render3DGrid(CRender3D *pRender)
|
|
{
|
|
//
|
|
// Determine the extents of this face.
|
|
//
|
|
Extents_t Extents;
|
|
float fDelta[3];
|
|
float fGridSpacing = pRender->GetGridSize();
|
|
|
|
GetFaceExtents(Extents);
|
|
|
|
fDelta[0] = Extents[EXTENTS_XMAX][0] - Extents[EXTENTS_XMIN][0];
|
|
fDelta[1] = Extents[EXTENTS_YMAX][1] - Extents[EXTENTS_YMIN][1];
|
|
fDelta[2] = Extents[EXTENTS_ZMAX][2] - Extents[EXTENTS_ZMIN][2];
|
|
|
|
//
|
|
// Render the grid lines with wireframe material.
|
|
//
|
|
pRender->PushRenderMode( RENDER_MODE_WIREFRAME );
|
|
|
|
CMeshBuilder meshBuilder;
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh *pMesh = pRenderContext->GetDynamicMesh();
|
|
|
|
//
|
|
// For every dimension in which this face has a nonzero projection.
|
|
//
|
|
for (int nDim = 0; nDim < 3; nDim++)
|
|
{
|
|
if (fDelta[nDim] != 0)
|
|
{
|
|
Vector Normal;
|
|
|
|
Normal[0] = (float)((nDim % 3) == 0);
|
|
Normal[1] = (float)((nDim % 3) == 1);
|
|
Normal[2] = (float)((nDim % 3) == 2);
|
|
|
|
float fMin = Extents[nDim * 2][nDim];
|
|
float fMax = Extents[(nDim * 2) + 1][nDim];
|
|
|
|
float fStart = (float)(floor(fMin / fGridSpacing) * fGridSpacing);
|
|
float fEnd = (float)(ceil(fMax / fGridSpacing) * fGridSpacing);
|
|
|
|
float fGridPoint = fStart;
|
|
|
|
while (fGridPoint < fEnd)
|
|
{
|
|
int nPointsFound = 0;
|
|
|
|
//
|
|
// For every edge.
|
|
//
|
|
for (int nPoint = 0; nPoint < nPoints; nPoint++)
|
|
{
|
|
Vector PointFound[2];
|
|
|
|
//
|
|
// Get the start and end points of the edge.
|
|
//
|
|
Vector Point1 = Points[nPoint];
|
|
|
|
Vector Point2;
|
|
if (nPoint < nPoints - 1)
|
|
{
|
|
Point2 = Points[nPoint + 1];
|
|
}
|
|
else
|
|
{
|
|
Point2 = Points[0];
|
|
}
|
|
|
|
//
|
|
// If there is a projection of the normal vector along this edge.
|
|
//
|
|
if (Point2[nDim] != Point1[nDim])
|
|
{
|
|
//
|
|
// Solve for the point along this edge that intersects the grid line
|
|
// as a parameter from zero to one.
|
|
//
|
|
float fScale = (fGridPoint - Point1[nDim]) / (Point2[nDim] - Point1[nDim]);
|
|
if ((fScale >= 0) && (fScale <= 1))
|
|
{
|
|
PointFound[nPointsFound][0] = Point1[0] + (Point2[0] - Point1[0]) * fScale;
|
|
PointFound[nPointsFound][1] = Point1[1] + (Point2[1] - Point1[1]) * fScale;
|
|
PointFound[nPointsFound][2] = Point1[2] + (Point2[2] - Point1[2]) * fScale;
|
|
|
|
nPointsFound++;
|
|
|
|
if (nPointsFound == 2)
|
|
{
|
|
Vector RenderPoint;
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
|
|
|
|
VectorMA(PointFound[0], 0.2, plane.normal, RenderPoint);
|
|
meshBuilder.Position3f(RenderPoint[0], RenderPoint[1], RenderPoint[2]);
|
|
meshBuilder.Color3ub(Normal[0] * 255, Normal[1] * 255, Normal[2] * 255);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
VectorMA(PointFound[1], 0.2, plane.normal, RenderPoint);
|
|
meshBuilder.Position3f(RenderPoint[0], RenderPoint[1], RenderPoint[2]);
|
|
meshBuilder.Color3ub(Normal[0] * 255, Normal[1] * 255, Normal[2] * 255);
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
nPointsFound = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fGridPoint += fGridSpacing;
|
|
}
|
|
}
|
|
}
|
|
|
|
pRender->PopRenderMode();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pLoadInfo -
|
|
// pFace -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapFace::LoadDispInfoCallback(CChunkFile *pFile, CMapFace *pFace)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
// allocate a displacement (for the face)
|
|
EditDispHandle_t dispHandle = EditDispMgr()->Create();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( dispHandle );
|
|
|
|
//
|
|
// load the displacement info and set relationships
|
|
//
|
|
ChunkFileResult_t eResult = pDisp->LoadVMF( pFile );
|
|
if( eResult == ChunkFile_Ok )
|
|
{
|
|
pDisp->SetParent( pFace );
|
|
pFace->SetDisp( dispHandle );
|
|
|
|
CMapWorld *pWorld = GetActiveWorld();
|
|
if( pWorld )
|
|
{
|
|
IWorldEditDispMgr *pDispMgr = pWorld->GetWorldEditDispManager();
|
|
if( pDispMgr )
|
|
{
|
|
pDispMgr->AddToWorld( dispHandle );
|
|
}
|
|
}
|
|
}
|
|
|
|
return( eResult );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles key values when loading a VMF file.
|
|
// Input : szKey - Key being handled.
|
|
// szValue - Value of the key in the VMF file.
|
|
// Output : Returns ChunkFile_Ok or an error if there was a parsing error.
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapFace::LoadKeyCallback(const char *szKey, const char *szValue, LoadFace_t *pLoadFace)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
CMapFace *pFace = pLoadFace->pFace;
|
|
|
|
if (!stricmp(szKey, "id"))
|
|
{
|
|
CChunkFile::ReadKeyValueInt(szValue, pFace->m_nFaceID);
|
|
}
|
|
else if (!stricmp(szKey, "rotation"))
|
|
{
|
|
pFace->texture.rotate = atof(szValue);
|
|
}
|
|
else if (!stricmp(szKey, "plane"))
|
|
{
|
|
int nRead = sscanf(szValue, "(%f %f %f) (%f %f %f) (%f %f %f)",
|
|
&pFace->plane.planepts[0][0], &pFace->plane.planepts[0][1], &pFace->plane.planepts[0][2],
|
|
&pFace->plane.planepts[1][0], &pFace->plane.planepts[1][1], &pFace->plane.planepts[1][2],
|
|
&pFace->plane.planepts[2][0], &pFace->plane.planepts[2][1], &pFace->plane.planepts[2][2]);
|
|
|
|
if (nRead != 9)
|
|
{
|
|
// TODO: need specific error message
|
|
return(ChunkFile_Fail);
|
|
}
|
|
}
|
|
else if (!stricmp(szKey, "material"))
|
|
{
|
|
strcpy(pLoadFace->szTexName, szValue);
|
|
}
|
|
else if (!stricmp(szKey, "uaxis"))
|
|
{
|
|
int nRead = sscanf(szValue, "[%f %f %f %f] %f",
|
|
&pFace->texture.UAxis[0], &pFace->texture.UAxis[1], &pFace->texture.UAxis[2], &pFace->texture.UAxis[3], &pFace->texture.scale[0]);
|
|
|
|
if (nRead != 5)
|
|
{
|
|
// TODO: need specific error message
|
|
return(ChunkFile_Fail);
|
|
}
|
|
}
|
|
else if (!stricmp(szKey, "vaxis"))
|
|
{
|
|
int nRead = sscanf(szValue, "[%f %f %f %f] %f",
|
|
&pFace->texture.VAxis[0], &pFace->texture.VAxis[1], &pFace->texture.VAxis[2], &pFace->texture.VAxis[3], &pFace->texture.scale[1]);
|
|
|
|
if (nRead != 5)
|
|
{
|
|
// TODO: need specific error message
|
|
return(ChunkFile_Fail);
|
|
}
|
|
}
|
|
else if (!stricmp(szKey, "lightmapscale"))
|
|
{
|
|
pFace->texture.nLightmapScale = atoi(szValue);
|
|
}
|
|
else if (!stricmp(szKey, "smoothing_groups"))
|
|
{
|
|
pFace->m_fSmoothingGroups = atoi(szValue);
|
|
}
|
|
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Loads a face chunk from the VMF file.
|
|
// Input : pFile - Chunk file being loaded.
|
|
// Output : Returns ChunkFile_Ok or an error if there was a parsing error.
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapFace::LoadVMF(CChunkFile *pFile)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
//
|
|
// Set up handlers for the subchunks that we are interested in.
|
|
//
|
|
CChunkHandlerMap Handlers;
|
|
Handlers.AddHandler("dispinfo", (ChunkHandler_t)LoadDispInfoCallback, this);
|
|
|
|
//
|
|
// Read the keys and sub-chunks.
|
|
//
|
|
LoadFace_t LoadFace;
|
|
memset(&LoadFace, 0, sizeof(LoadFace));
|
|
LoadFace.pFace = this;
|
|
|
|
pFile->PushHandlers(&Handlers);
|
|
ChunkFileResult_t eResult = pFile->ReadChunk((KeyHandler_t)LoadKeyCallback, &LoadFace);
|
|
pFile->PopHandlers();
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
CalcPlane();
|
|
SetTexture(LoadFace.szTexName);
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after this object is added to the world.
|
|
//
|
|
// NOTE: This function is NOT called during serialization. Use PostloadWorld
|
|
// to do similar bookkeeping after map load.
|
|
//
|
|
// Input : pWorld - The world that we have been added to.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::OnAddToWorld(CMapWorld *pWorld)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
if (HasDisp())
|
|
{
|
|
//
|
|
// Add it to the world displacement list.
|
|
//
|
|
IWorldEditDispMgr *pDispMgr = GetActiveWorldEditDispManager();
|
|
if (pDispMgr != NULL)
|
|
{
|
|
pDispMgr->AddToWorld( m_DispHandle );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called just after this object has been removed from the world so
|
|
// that it can unlink itself from other objects in the world.
|
|
// Input : pWorld - The world that we were just removed from.
|
|
// bNotifyChildren - Whether we should forward notification to our children.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::OnRemoveFromWorld(void)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
if (HasDisp())
|
|
{
|
|
//
|
|
// Add it to the world displacement list.
|
|
//
|
|
IWorldEditDispMgr *pDispMgr = GetActiveWorldEditDispManager();
|
|
if (pDispMgr != NULL)
|
|
{
|
|
pDispMgr->RemoveFromWorld( m_DispHandle );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pFile -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapFace::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo)
|
|
{
|
|
NormalizeTextureShifts();
|
|
|
|
//
|
|
// Check for duplicate plane points. All three plane points must be unique
|
|
// or it isn't a valid plane. Try to fix it if it isn't valid.
|
|
//
|
|
if (!CheckFace())
|
|
{
|
|
Fix();
|
|
}
|
|
|
|
ChunkFileResult_t eResult = pFile->BeginChunk("side");
|
|
|
|
char szBuf[512];
|
|
|
|
//
|
|
// Write our unique face ID.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->WriteKeyValueInt("id", m_nFaceID);
|
|
}
|
|
|
|
//
|
|
// Write the plane information.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
sprintf(szBuf, "(%g %g %g) (%g %g %g) (%g %g %g)",
|
|
(double)plane.planepts[0][0], (double)plane.planepts[0][1], (double)plane.planepts[0][2],
|
|
(double)plane.planepts[1][0], (double)plane.planepts[1][1], (double)plane.planepts[1][2],
|
|
(double)plane.planepts[2][0], (double)plane.planepts[2][1], (double)plane.planepts[2][2]);
|
|
|
|
eResult = pFile->WriteKeyValue("plane", szBuf);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
char szTexture[MAX_PATH];
|
|
strcpy(szTexture, texture.texture);
|
|
strupr(szTexture);
|
|
|
|
eResult = pFile->WriteKeyValue("material", szTexture);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
sprintf(szBuf, "[%g %g %g %g] %g", (double)texture.UAxis[0], (double)texture.UAxis[1], (double)texture.UAxis[2], (double)texture.UAxis[3], (double)texture.scale[0]);
|
|
eResult = pFile->WriteKeyValue("uaxis", szBuf);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
sprintf(szBuf, "[%g %g %g %g] %g", (double)texture.VAxis[0], (double)texture.VAxis[1], (double)texture.VAxis[2], (double)texture.VAxis[3], (double)texture.scale[1]);
|
|
eResult = pFile->WriteKeyValue("vaxis", szBuf);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->WriteKeyValueFloat("rotation", texture.rotate);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->WriteKeyValueFloat("lightmapscale", texture.nLightmapScale);
|
|
}
|
|
|
|
// Save smoothing group data.
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->WriteKeyValueInt("smoothing_groups", m_fSmoothingGroups );
|
|
}
|
|
|
|
//
|
|
// Write the displacement chunk.
|
|
//
|
|
if ((eResult == ChunkFile_Ok) && (HasDisp()))
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
eResult = pDisp->SaveVMF(pFile, pSaveInfo);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->EndChunk();
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables or disables the special rendering of selected faces.
|
|
// Input : bShowSelection - true to enable, false to disable.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::SetShowSelection(bool bShowSelection)
|
|
{
|
|
CMapFace::m_bShowFaceSelection = bShowSelection;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nPoint -
|
|
// u -
|
|
// v -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::SetTextureCoords(int nPoint, float u, float v)
|
|
{
|
|
if (nPoint < nPoints)
|
|
{
|
|
m_pTextureCoords[nPoint][0] = u;
|
|
m_pTextureCoords[nPoint][1] = v;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
size_t CMapFace::GetDataSize( void )
|
|
{
|
|
// get base map class size
|
|
size_t size = sizeof( CMapFace );
|
|
|
|
//
|
|
// better approximate by added in verts, texture coordinates,
|
|
// and lightmap coordinates
|
|
//
|
|
size += ( sizeof( Vector ) * nPoints );
|
|
size += ( sizeof( Vector2D ) * ( nPoints * 2 ) );
|
|
|
|
// add displacement size if necessary
|
|
if( HasDisp() )
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
size += pDisp->GetSize();
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns our bounds for 2D rendering. These bounds do not consider
|
|
// any displacement information.
|
|
// Input : boundMin -
|
|
// boundMax -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::GetRender2DBox( Vector& boundMin, Vector& boundMax )
|
|
{
|
|
// valid face?
|
|
if( nPoints == 0 )
|
|
return false;
|
|
|
|
//
|
|
// find min and maximum points on face
|
|
//
|
|
VectorFill( boundMin, COORD_NOTINIT );
|
|
VectorFill( boundMax, -COORD_NOTINIT );
|
|
for( int i = 0; i < nPoints; i++ )
|
|
{
|
|
if( Points[i][0] < boundMin[0] ) { boundMin[0] = Points[i][0]; }
|
|
if( Points[i][1] < boundMin[1] ) { boundMin[1] = Points[i][1]; }
|
|
if( Points[i][2] < boundMin[2] ) { boundMin[2] = Points[i][2]; }
|
|
|
|
if( Points[i][0] > boundMax[0] ) { boundMax[0] = Points[i][0]; }
|
|
if( Points[i][1] > boundMax[1] ) { boundMax[1] = Points[i][1]; }
|
|
if( Points[i][2] > boundMax[2] ) { boundMax[2] = Points[i][2]; }
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns our bounds for frustum culling, including the bounds of
|
|
// any displacement information.
|
|
// Input : boundMin -
|
|
// boundMax -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::GetCullBox( Vector& boundMin, Vector& boundMax )
|
|
{
|
|
// get the face bounds
|
|
if( !GetRender2DBox( boundMin, boundMax ) )
|
|
return false;
|
|
|
|
//
|
|
// add displacement to bounds
|
|
//
|
|
if( HasDisp() )
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
|
|
Vector bbox[2];
|
|
pDisp->GetBoundingBox( bbox[0], bbox[1] );
|
|
|
|
for( int i = 0; i < 2; i++ )
|
|
{
|
|
if( bbox[i][0] < boundMin[0] ) { boundMin[0] = bbox[i][0]; }
|
|
if( bbox[i][1] < boundMin[1] ) { boundMin[1] = bbox[i][1]; }
|
|
if( bbox[i][2] < boundMin[2] ) { boundMin[2] = bbox[i][2]; }
|
|
|
|
if( bbox[i][0] > boundMax[0] ) { boundMax[0] = bbox[i][0]; }
|
|
if( bbox[i][1] > boundMax[1] ) { boundMax[1] = bbox[i][1]; }
|
|
if( bbox[i][2] > boundMax[2] ) { boundMax[2] = bbox[i][2]; }
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : HitPos -
|
|
// Start -
|
|
// End -
|
|
// Output : Returns true if the ray intersected the face, false if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::TraceLine(Vector &HitPos, Vector &HitNormal, Vector const &Start, Vector const &End )
|
|
{
|
|
if (HasDisp())
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
return( pDisp->TraceLine( HitPos, HitNormal, Start, End ) );
|
|
}
|
|
|
|
//
|
|
// Find the point of intersection of the ray with the given plane.
|
|
//
|
|
float t = Start.Dot(plane.normal) - plane.dist;
|
|
float d = -(End - Start).Dot(plane.normal);
|
|
if ( d == 0.0f )
|
|
return false;
|
|
t = t / d;
|
|
|
|
HitPos = Start + (t * (End - Start));
|
|
HitNormal = plane.normal;
|
|
return(true);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::TraceLineInside( Vector &HitPos, Vector &HitNormal,
|
|
Vector const &Start, Vector const &End, bool bNoDisp )
|
|
{
|
|
// if the face is displaced -- collide with that
|
|
if( HasDisp() && !bNoDisp )
|
|
{
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( m_DispHandle );
|
|
return( pDisp->TraceLine( HitPos, HitNormal, Start, End ) );
|
|
}
|
|
|
|
//
|
|
// Find the point of intersection of the ray with the given plane.
|
|
//
|
|
float t = Start.Dot( plane.normal ) - plane.dist;
|
|
if ( -( End - Start ).Dot( plane.normal ) != 0.0f )
|
|
{
|
|
t = t / -( End - Start ).Dot( plane.normal );
|
|
}
|
|
HitPos = Start + ( t * ( End - Start ) );
|
|
|
|
//
|
|
// determine if the plane point lies behind all of the polygon planes (edges)
|
|
//
|
|
for( int ndxEdge = 0; ndxEdge < nPoints; ndxEdge++ )
|
|
{
|
|
// create the edge and cross it with the face plane normal
|
|
Vector edge;
|
|
edge = Points[(ndxEdge+1)%nPoints] - Points[ndxEdge];
|
|
|
|
PLANE edgePlane;
|
|
edgePlane.normal = edge.Cross( plane.normal );
|
|
VectorNormalize( edgePlane.normal );
|
|
edgePlane.dist = edgePlane.normal.Dot( Points[ndxEdge] );
|
|
|
|
// determine if the facing is correct
|
|
float dist = edgePlane.normal.Dot( Points[(ndxEdge+2)%nPoints] ) - edgePlane.dist;
|
|
if( dist > 0.0f )
|
|
{
|
|
// flip
|
|
edgePlane.normal.Negate();
|
|
edgePlane.dist = -edgePlane.dist;
|
|
}
|
|
|
|
// check to see if plane point lives behind the plane
|
|
dist = edgePlane.normal.Dot( HitPos ) - edgePlane.dist;
|
|
if( dist > 0.0f )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NOTE: actually this could be calculated once for the face since only the
|
|
// face normal is being used (no smoothing groups, etc.), but that may
|
|
// change????
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::CalcTangentSpaceAxes( void )
|
|
{
|
|
// destroy old axes if need be
|
|
FreeTangentSpaceAxes();
|
|
|
|
// allocate memory for tangent space axes
|
|
if( !AllocTangentSpaceAxes( nPoints ) )
|
|
return;
|
|
|
|
//
|
|
// get the texture space axes
|
|
//
|
|
Vector4D& uVect = texture.UAxis;
|
|
Vector4D& vVect = texture.VAxis;
|
|
|
|
//
|
|
// calculate the tangent space per polygon point
|
|
//
|
|
|
|
for( int ptIndex = 0; ptIndex < nPoints; ptIndex++ )
|
|
{
|
|
// get the current tangent space axes
|
|
TangentSpaceAxes_t *pAxis = &m_pTangentAxes[ptIndex];
|
|
|
|
//
|
|
// create the axes
|
|
//
|
|
pAxis->binormal = vVect.AsVector3D();
|
|
VectorNormalize( pAxis->binormal );
|
|
CrossProduct( plane.normal, pAxis->binormal, pAxis->tangent );
|
|
VectorNormalize( pAxis->tangent );
|
|
CrossProduct( pAxis->tangent, plane.normal, pAxis->binormal );
|
|
VectorNormalize( pAxis->binormal );
|
|
|
|
//
|
|
// adjust tangent for "backwards" mapping if need be
|
|
//
|
|
Vector tmpVect;
|
|
CrossProduct( uVect.AsVector3D(), vVect.AsVector3D(), tmpVect );
|
|
if( DotProduct( plane.normal, tmpVect ) > 0.0f )
|
|
{
|
|
VectorScale( pAxis->tangent, -1.0f, pAxis->tangent );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::AllocTangentSpaceAxes( int count )
|
|
{
|
|
if( count < 1 )
|
|
return false;
|
|
|
|
m_pTangentAxes = new TangentSpaceAxes_t[count];
|
|
if( !m_pTangentAxes )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::FreeTangentSpaceAxes( void )
|
|
{
|
|
if( m_pTangentAxes )
|
|
{
|
|
delete [] m_pTangentAxes;
|
|
m_pTangentAxes = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CMapFace::SmoothingGroupCount( void )
|
|
{
|
|
int nCount = 0;
|
|
for ( int iGroup = 0; iGroup < SMOOTHING_GROUP_MAX_COUNT; ++iGroup )
|
|
{
|
|
if ( ( m_fSmoothingGroups & ( 1 << iGroup ) ) != 0 )
|
|
{
|
|
nCount++;
|
|
}
|
|
}
|
|
|
|
return nCount;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::AddSmoothingGroup( int iGroup )
|
|
{
|
|
Assert( iGroup >= 0 );
|
|
Assert( iGroup < SMOOTHING_GROUP_MAX_COUNT );
|
|
|
|
m_fSmoothingGroups |= ( 1 << ( iGroup - 1 ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFace::RemoveSmoothingGroup( int iGroup )
|
|
{
|
|
Assert( iGroup >= 0 );
|
|
Assert( iGroup < SMOOTHING_GROUP_MAX_COUNT );
|
|
|
|
m_fSmoothingGroups &= ~( 1 << ( iGroup - 1 ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapFace::InSmoothingGroup( int iGroup )
|
|
{
|
|
if ( ( m_fSmoothingGroups & ( 1 << ( iGroup - 1 ) ) ) != 0 )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Performs an intersection of this list with another.
|
|
// Input : IntersectWith - the list to intersect with.
|
|
// In - the list of items that were in both lists
|
|
// Out - the list of items that were in one list but not the other.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFaceList::Intersect(CMapFaceList &IntersectWith, CMapFaceList &In, CMapFaceList &Out)
|
|
{
|
|
//
|
|
// See what we items have that are in the other list.
|
|
//
|
|
for (int i = 0; i < Count(); i++)
|
|
{
|
|
CMapFace *pFace = Element(i);
|
|
|
|
if (IntersectWith.Find(pFace) != -1)
|
|
{
|
|
if (In.Find(pFace) == -1)
|
|
{
|
|
In.AddToTail(pFace);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Out.Find(pFace) == -1)
|
|
{
|
|
Out.AddToTail(pFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Now go the other way.
|
|
//
|
|
for (int i = 0; i < IntersectWith.Count(); i++)
|
|
{
|
|
CMapFace *pFace = IntersectWith.Element(i);
|
|
|
|
if (Find(pFace) != -1)
|
|
{
|
|
if (In.Find(pFace) == -1)
|
|
{
|
|
In.AddToTail(pFace);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Out.Find(pFace) == -1)
|
|
{
|
|
Out.AddToTail(pFace);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Performs an intersection of this list with another.
|
|
// Input : IntersectWith - the list to intersect with.
|
|
// In - the list of items that were in both lists
|
|
// Out - the list of items that were in one list but not the other.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapFaceIDList::Intersect(CMapFaceIDList &IntersectWith, CMapFaceIDList &In, CMapFaceIDList &Out)
|
|
{
|
|
//
|
|
// See what we items have that are in the other list.
|
|
//
|
|
for (int i = 0; i < Count(); i++)
|
|
{
|
|
int nFaceID = Element(i);
|
|
if (IntersectWith.Find(nFaceID) != -1)
|
|
{
|
|
if (In.Find(nFaceID) == -1)
|
|
{
|
|
In.AddToTail(nFaceID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Out.Find(nFaceID) == -1)
|
|
{
|
|
Out.AddToTail(nFaceID);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Now go the other way.
|
|
//
|
|
for (int i = 0; i < IntersectWith.Count(); i++)
|
|
{
|
|
int nFaceID = IntersectWith.Element(i);
|
|
|
|
if (Find(nFaceID) != -1)
|
|
{
|
|
if (In.Find(nFaceID) == -1)
|
|
{
|
|
In.AddToTail(nFaceID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Out.Find(nFaceID) == -1)
|
|
{
|
|
Out.AddToTail(nFaceID);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMapFace::DoTransform(const VMatrix &matrix)
|
|
{
|
|
SignalUpdate( EVTYPE_FACE_CHANGED );
|
|
if( nPoints < 3 )
|
|
{
|
|
Assert( nPoints > 2 );
|
|
return;
|
|
}
|
|
|
|
CMapDisp *pDisp = NULL;
|
|
Vector bbDispOld[2]; // Old bbox for the disp.
|
|
if( HasDisp() )
|
|
{
|
|
EditDispHandle_t handle = GetDisp();
|
|
pDisp = EditDispMgr()->GetDisp( handle );
|
|
if ( pDisp )
|
|
pDisp->GetBoundingBox( bbDispOld[0], bbDispOld[1] );
|
|
}
|
|
|
|
Vector oldPoint = Points[0];
|
|
|
|
// Transform the face points.
|
|
for (int i = 0; i < nPoints; i++)
|
|
{
|
|
TransformPoint( matrix, Points[i] );
|
|
}
|
|
|
|
bool bFlip = (matrix[0][0]*matrix[1][1]*matrix[2][2]) < 0;
|
|
|
|
if ( bFlip )
|
|
{
|
|
// mirror transformation would break CCW culling, so revert point order
|
|
PointsRevertOrder( Points, nPoints );
|
|
}
|
|
|
|
CalcPlaneFromFacePoints();
|
|
|
|
// ok, now apply all changes to texture & displacment too
|
|
VMatrix mTrans = matrix;
|
|
|
|
QAngle rotateAngles;
|
|
Vector moveDelta;
|
|
MatrixAngles( matrix.As3x4(), rotateAngles, moveDelta );
|
|
|
|
bool bIsLocking = Options.IsLockingTextures()!=0;
|
|
bool bIsMoving = moveDelta.LengthSqr() > 0.00001;
|
|
|
|
// erase move component from matrix
|
|
mTrans.SetTranslation( vec3_origin );
|
|
|
|
// check if new matrix is simple identity matrix
|
|
if ( mTrans.IsIdentity() )
|
|
{
|
|
if ( GetTexture() )
|
|
{
|
|
if ( bIsMoving && bIsLocking )
|
|
{
|
|
// Offset texture coordinates if we're moving and texture locking.
|
|
OffsetTexture(moveDelta);
|
|
}
|
|
|
|
// Recalculate the texture coordinates for this face.
|
|
CalcTextureCoords();
|
|
|
|
}
|
|
|
|
if ( pDisp )
|
|
{
|
|
pDisp->UpdateSurfData( this );
|
|
|
|
// Update the neighbors of displacements that intersect the old as well as the new bbox.
|
|
// Without this, there can be errors if you drag > 2 edges to interset each other, then
|
|
// move one of the intersectors (cloning can easily cause this case to happen).
|
|
Vector bbDispNew[2];
|
|
pDisp->GetBoundingBox( bbDispNew[0], bbDispNew[1] );
|
|
|
|
CMapDisp::UpdateNeighborsOfDispsIntersectingBox( bbDispOld[0], bbDispOld[1], 1.0 );
|
|
CMapDisp::UpdateNeighborsOfDispsIntersectingBox( bbDispNew[0], bbDispNew[1], 1.0 );
|
|
}
|
|
|
|
// Create any detail objects if appropriate
|
|
DetailObjects::BuildAnyDetailObjects(this);
|
|
|
|
return;
|
|
}
|
|
|
|
// ok, transformation is more complex then a simple move
|
|
|
|
if ( GetTexture() )
|
|
{
|
|
Vector vU = texture.UAxis.AsVector3D();
|
|
Vector vV = texture.VAxis.AsVector3D();
|
|
|
|
// store original length
|
|
float fScaleU = vU.Length();
|
|
float fScaleV = vV.Length();
|
|
|
|
if ( fScaleU <= 0 )
|
|
fScaleU = 1;
|
|
|
|
if ( fScaleV <=0 )
|
|
fScaleV = 1;
|
|
|
|
// transform UV axis
|
|
TransformPoint( mTrans, vU );
|
|
TransformPoint( mTrans, vV );
|
|
|
|
// get scaling factor for both axes
|
|
fScaleU = vU.Length()/fScaleU;
|
|
fScaleV = vV.Length()/fScaleV;
|
|
|
|
if ( fScaleU <= 0 )
|
|
fScaleU = 1;
|
|
|
|
if ( fScaleV <=0 )
|
|
fScaleV = 1;
|
|
|
|
// check is the transformation would destory the UV axis (both normals & perpendicular)
|
|
bool bUVAxisSameScale = fequal(fScaleV,1,0.0001) && fequal(fScaleU,1,0.0001);
|
|
bool bUVAxisPerpendicular = fequal(DotProduct( vU, vV ),0,0.0025);
|
|
|
|
// Rotate the U/V axes to keep them oriented the same relative
|
|
// to this face.
|
|
|
|
if ( bIsLocking && bUVAxisPerpendicular )
|
|
{
|
|
// make sure UV axes are normals & perpendicalur
|
|
texture.UAxis.AsVector3D() = vU/fScaleU;
|
|
texture.VAxis.AsVector3D() = vV/fScaleV;
|
|
}
|
|
|
|
if ( bUVAxisSameScale )
|
|
{
|
|
// scale is fine
|
|
if ( !bIsLocking )
|
|
{
|
|
// If we are not texture locking, recalculate the texture axes based on current
|
|
// texture alignment setting. This prevents the axes from becoming normal to the face.
|
|
InitializeTextureAxes(Options.GetTextureAlignment(), INIT_TEXTURE_AXES | INIT_TEXTURE_FORCE);
|
|
}
|
|
}
|
|
else // we stretch/scale axes
|
|
{
|
|
// operation changes scale of textures, check if we really want that:
|
|
bIsLocking = Options.IsScaleLockingTextures()!=0;
|
|
|
|
if ( bIsLocking )
|
|
{
|
|
texture.scale[0] *= fScaleU;
|
|
texture.scale[1] *= fScaleV;
|
|
}
|
|
}
|
|
|
|
if ( bIsMoving && bIsLocking )
|
|
{
|
|
// Offset texture coordinates if we're moving and texture locking.
|
|
OffsetTexture(moveDelta);
|
|
}
|
|
|
|
// Recalculate the texture coordinates for this face.
|
|
CalcTextureCoords();
|
|
}
|
|
|
|
// rotate the displacement field data - if any!
|
|
if( pDisp )
|
|
{
|
|
pDisp->DoTransform( mTrans );
|
|
|
|
// Update the neighbors of displacements that intersect the old as well as the new bbox.
|
|
// Without this, there can be errors if you drag > 2 edges to interset each other, then
|
|
// move one of the intersectors (cloning can easily cause this case to happen).
|
|
Vector bbDispNew[2];
|
|
pDisp->GetBoundingBox( bbDispNew[0], bbDispNew[1] );
|
|
|
|
CMapDisp::UpdateNeighborsOfDispsIntersectingBox( bbDispOld[0], bbDispOld[1], 1.0 );
|
|
CMapDisp::UpdateNeighborsOfDispsIntersectingBox( bbDispNew[0], bbDispNew[1], 1.0 );
|
|
}
|
|
// Create any detail objects if appropriate
|
|
DetailObjects::BuildAnyDetailObjects(this);
|
|
}
|
|
|