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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../../idlib/precompiled.h"
- #pragma hdrstop
- #include "qe3.h"
- #define NEWEDGESEL 1
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- int FindPoint(idVec3 point) {
- int i, j;
- for (i = 0; i < g_qeglobals.d_numpoints; i++) {
- for (j = 0; j < 3; j++) {
- if (idMath::Fabs(point[j] - g_qeglobals.d_points[i][j]) > 0.1) {
- break;
- }
- }
- if (j == 3) {
- return i;
- }
- }
- VectorCopy(point, g_qeglobals.d_points[g_qeglobals.d_numpoints]);
- if (g_qeglobals.d_numpoints < MAX_POINTS - 1) {
- g_qeglobals.d_numpoints++;
- }
- return g_qeglobals.d_numpoints - 1;
- }
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- int FindEdge(int p1, int p2, face_t *f) {
- int i;
- for (i = 0; i < g_qeglobals.d_numedges; i++) {
- if (g_qeglobals.d_edges[i].p1 == p2 && g_qeglobals.d_edges[i].p2 == p1) {
- g_qeglobals.d_edges[i].f2 = f;
- return i;
- }
- }
- g_qeglobals.d_edges[g_qeglobals.d_numedges].p1 = p1;
- g_qeglobals.d_edges[g_qeglobals.d_numedges].p2 = p2;
- g_qeglobals.d_edges[g_qeglobals.d_numedges].f1 = f;
- if (g_qeglobals.d_numedges < MAX_EDGES - 1) {
- g_qeglobals.d_numedges++;
- }
- return g_qeglobals.d_numedges - 1;
- }
- #ifdef NEWEDGESEL
- void MakeFace (brush_t * b, face_t * f)
- #else
- void MakeFace (face_t * f)
- #endif
- {
- idWinding *w;
- int i;
- int pnum[128];
- #ifdef NEWEDGESEL
- w = Brush_MakeFaceWinding(b, f);
- #else
- w = Brush_MakeFaceWinding(selected_brushes.next, f);
- #endif
- if (!w) {
- return;
- }
- for (i = 0; i < w->GetNumPoints(); i++) {
- pnum[i] = FindPoint( (*w)[i].ToVec3() );
- }
- for (i = 0; i < w->GetNumPoints(); i++) {
- FindEdge(pnum[i], pnum[(i + 1) % w->GetNumPoints()], f);
- }
- delete w;
- }
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- void SetupVertexSelection(void) {
- face_t *f;
- brush_t *b;
- g_qeglobals.d_numpoints = 0;
- g_qeglobals.d_numedges = 0;
- #ifdef NEWEDGESEL
- for (b = selected_brushes.next; b != &selected_brushes; b = b->next) {
- for (f = b->brush_faces; f; f = f->next) {
- MakeFace(b, f);
- }
- }
- #else
- if (!QE_SingleBrush()) {
- return;
- }
- b = selected_brushes.next;
- for (f = b->brush_faces; f; f = f->next) {
- MakeFace(b, f);
- }
- #endif
- }
- #ifdef NEWEDGESEL
- void SelectFaceEdge (brush_t * b, face_t * f, int p1, int p2)
- #else
- void SelectFaceEdge (face_t * f, int p1, int p2)
- #endif
- {
- idWinding *w;
- int i, j, k;
- int pnum[128];
- #ifdef NEWEDGESEL
- w = Brush_MakeFaceWinding(b, f);
- #else
- w = Brush_MakeFaceWinding(selected_brushes.next, f);
- #endif
- if (!w) {
- return;
- }
- for (i = 0; i < w->GetNumPoints(); i++) {
- pnum[i] = FindPoint( (*w)[i].ToVec3() );
- }
- for (i = 0; i < w->GetNumPoints(); i++) {
- if (pnum[i] == p1 && pnum[(i + 1) % w->GetNumPoints()] == p2) {
- VectorCopy(g_qeglobals.d_points[pnum[i]], f->planepts[0]);
- VectorCopy(g_qeglobals.d_points[pnum[(i + 1) % w->GetNumPoints()]], f->planepts[1]);
- VectorCopy(g_qeglobals.d_points[pnum[(i + 2) % w->GetNumPoints()]], f->planepts[2]);
- for (j = 0; j < 3; j++) {
- for (k = 0; k < 3; k++) {
- f->planepts[j][k] =
- floor(f->planepts[j][k] / g_qeglobals.d_gridsize + 0.5) * g_qeglobals.d_gridsize;
- }
- }
- AddPlanept(&f->planepts[0]);
- AddPlanept(&f->planepts[1]);
- break;
- }
- }
- if ( i == w->GetNumPoints() ) {
- Sys_Status("SelectFaceEdge: failed\n");
- }
- delete w;
- }
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- void SelectVertex(int p1) {
- brush_t *b;
- idWinding *w;
- int i, j, k;
- face_t *f;
- #ifdef NEWEDGESEL
- for (b = selected_brushes.next; b != &selected_brushes; b = b->next) {
- for (f = b->brush_faces; f; f = f->next) {
- w = Brush_MakeFaceWinding(b, f);
- if (!w) {
- continue;
- }
- for (i = 0; i < w->GetNumPoints(); i++) {
- if ( FindPoint( (*w)[i].ToVec3() ) == p1 ) {
- VectorCopy((*w)[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]);
- VectorCopy((*w)[i], f->planepts[1]);
- VectorCopy((*w)[(i + 1) % w->GetNumPoints()], f->planepts[2]);
- for (j = 0; j < 3; j++) {
- for (k = 0; k < 3; k++) {
- // f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
- }
- }
- AddPlanept(&f->planepts[1]);
- // MessageBeep(-1);
- break;
- }
- }
- delete w;
- }
- }
- #else
- b = selected_brushes.next;
- for (f = b->brush_faces; f; f = f->next) {
- w = Brush_MakeFaceWinding(b, f);
- if (!w) {
- continue;
- }
- for (i = 0; i < w->GetNumPoints(); i++) {
- if (FindPoint(w[i]) == p1) {
- VectorCopy(w[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]);
- VectorCopy(w[i], f->planepts[1]);
- VectorCopy(w[(i + 1) % w->GetNumPoints()], f->planepts[2]);
- for (j = 0; j < 3; j++) {
- for (k = 0; k < 3; k++) {
- // f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
- }
- }
- AddPlanept(&f->planepts[1]);
- // MessageBeep(-1);
- break;
- }
- }
- delete w;
- }
- #endif
- }
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- void SelectEdgeByRay(idVec3 org, idVec3 dir) {
- int i, j, besti;
- float d, bestd;
- idVec3 mid, temp;
- pedge_t *e;
- // find the edge closest to the ray
- besti = -1;
- bestd = 8;
- for (i = 0; i < g_qeglobals.d_numedges; i++) {
- for (j = 0; j < 3; j++) {
- mid[j] = 0.5 * (g_qeglobals.d_points[g_qeglobals.d_edges[i].p1][j] + g_qeglobals.d_points[g_qeglobals.d_edges[i].p2][j]);
- }
- temp = mid - org;
- d = temp * dir;
- temp = org + d * dir;
- temp = mid - temp;
- d = temp.Length();
- if ( d < bestd ) {
- bestd = d;
- besti = i;
- }
- }
- if (besti == -1) {
- Sys_Status("Click didn't hit an edge\n");
- return;
- }
- Sys_Status("hit edge\n");
- //
- // make the two faces that border the edge use the two edge points as primary drag
- // points
- //
- g_qeglobals.d_num_move_points = 0;
- e = &g_qeglobals.d_edges[besti];
- #ifdef NEWEDGESEL
- for (brush_t * b = selected_brushes.next; b != &selected_brushes; b = b->next) {
- SelectFaceEdge(b, e->f1, e->p1, e->p2);
- SelectFaceEdge(b, e->f2, e->p2, e->p1);
- }
- #else
- SelectFaceEdge(e->f1, e->p1, e->p2);
- SelectFaceEdge(e->f2, e->p2, e->p1);
- #endif
- }
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- void SelectVertexByRay(idVec3 org, idVec3 dir) {
- int i, besti;
- float d, bestd;
- idVec3 temp;
- float scale = g_pParentWnd->ActiveXY()->Scale();
- // find the point closest to the ray
- besti = -1;
- bestd = 8 / scale / 2;
- for (i = 0; i < g_qeglobals.d_numpoints; i++) {
- temp = g_qeglobals.d_points[i] - org;
- d = temp * dir;
- temp = org + d * dir;
- temp = g_qeglobals.d_points[i] - temp;
- d = temp.Length();
- if ( d < bestd ) {
- bestd = d;
- besti = i;
- }
- }
- if (besti == -1 || bestd > 8 / scale / 2 ) {
- Sys_Status("Click didn't hit a vertex\n");
- return;
- }
- Sys_Status("hit vertex\n");
- g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];
- // SelectVertex (besti);
- }
- extern void AddPatchMovePoint(idVec3 v, bool bMulti, bool bFull);
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- void SelectCurvePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
- int i, besti;
- float d, bestd;
- idVec3 temp;
- // find the point closest to the ray
- float scale = g_pParentWnd->ActiveXY()->Scale();
- besti = -1;
- bestd = 8 / scale / 2;
- //bestd = 8;
- for (i = 0; i < g_qeglobals.d_numpoints; i++) {
- temp = g_qeglobals.d_points[i] - org;
- d = temp * dir;
- temp = org + d * dir;
- temp = g_qeglobals.d_points[i] - temp;
- d = temp.Length();
- if ( d <= bestd ) {
- bestd = d;
- besti = i;
- }
- }
- if (besti == -1) {
- if (g_pParentWnd->ActiveXY()->AreaSelectOK()) {
- g_qeglobals.d_select_mode = sel_area;
- VectorCopy(org, g_qeglobals.d_vAreaTL);
- VectorCopy(org, g_qeglobals.d_vAreaBR);
- }
- return;
- }
- // Sys_Status ("hit vertex\n");
- AddPatchMovePoint( g_qeglobals.d_points[besti], ( buttons & MK_CONTROL ) != 0, ( buttons & MK_SHIFT ) != 0 );
- }
- /*
- =======================================================================================================================
- =======================================================================================================================
- */
- void SelectSplinePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
- int i, besti;
- float d, bestd;
- idVec3 temp;
- // find the point closest to the ray
- besti = -1;
- bestd = 8;
- for (i = 0; i < g_qeglobals.d_numpoints; i++) {
- temp = g_qeglobals.d_points[i] - org;
- d = temp * dir;
- temp = org + d * dir;
- temp = g_qeglobals.d_points[i] - temp;
- d = temp.Length();
- if ( d <= bestd ) {
- bestd = d;
- besti = i;
- }
- }
- if (besti == -1) {
- return;
- }
- Sys_Status("hit curve point\n");
- g_qeglobals.d_num_move_points = 0;
- g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];
- // g_splineList->setSelectedPoint(&g_qeglobals.d_points[besti]);
- }
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