File: autocaulk.cpp

package info (click to toggle)
dhewm3 1.5.1~pre%2Bgit20200905%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye
  • size: 21,664 kB
  • sloc: cpp: 408,868; ansic: 1,188; objc: 1,034; python: 330; sh: 94; makefile: 11
file content (340 lines) | stat: -rw-r--r-- 10,662 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
/*
===========================================================================

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 "tools/edit_gui_common.h"


#include "qe3.h"
#include "Radiant.h"
#include "autocaulk.h"

// Note: the code in here looks pretty goofy in places, and probably doesn't use the new Q4 class stuff fully,
//   but I just got it in and compiling from the JK2/SOF2 Radiants via some ugly code replaces, and it works, so there.
// Also, a bunch of Radiant fields no longer exist in this codebase, likewise the whole point of passing in the bool
//	to this code, but I've just left it as-is. A designer tested it and pronounced it fine.

//#pragma warning( disable : 4786)
//#include <list>
//using namespace std;
//#pragma warning( disable : 4786)

#undef strnicmp
#define strnicmp		idStr::Icmpn

#if 1


//extern void ClearBounds (idVec3 mins, idVec3 maxs);
//extern void AddPointToBounds (const idVec3 v, idVec3 mins, idVec3 maxs);
void ClearBounds (idVec3 &mins, idVec3 &maxs)
{
	mins[0] = mins[1] = mins[2] = 99999;
	maxs[0] = maxs[1] = maxs[2] = -99999;
}

void AddPointToBounds( const idVec3 &v, idVec3 &mins, idVec3 &maxs )
{
	int		i;
	float	val;

	for (i=0 ; i<3 ; i++)
	{
		val = v[i];
		if (val < mins[i])
			mins[i] = val;
		if (val > maxs[i])
			maxs[i] = val;
	}
}


static void FloorBounds(idVec3 &mins, idVec3 &maxs)
{
	for (int i=0 ; i<3 ; i++)
	{
		mins[i] = floor(mins[i] + 0.5);
		maxs[i] = floor(maxs[i] + 0.5);
	}
}


static LPCSTR vtos(idVec3 &v3)
{
	return va("%.3ff,%.3f,%.3f",v3[0],v3[1],v3[2]);
}
struct PairBrushFace_t
{
	face_t*		pFace;
	brush_t*	pBrush;
};
idList < PairBrushFace_t > FacesToCaulk;
void Select_AutoCaulk()
{
	/*Sys_Printf*/common->Printf("Caulking...\n");

	FacesToCaulk.Clear();

	int iSystemBrushesSkipped = 0;
	face_t *pSelectedFace;

	brush_t *next;
	for (brush_t *pSelectedBrush = selected_brushes.next ; pSelectedBrush != &selected_brushes ; pSelectedBrush = next)
	{
		next = pSelectedBrush->next;

		if (pSelectedBrush->owner->eclass->fixedsize)
			continue;	// apparently this means it's a model, so skip it...

		// new check, we can't caulk a brush that has any "system/" faces...
		//
		bool bSystemFacePresent = false;
		for ( pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
		{
			if (!strnicmp(pSelectedFace->d_texture->GetName(),"system/",7))
			{
				bSystemFacePresent = true;
				break;
			}
		}
		if (bSystemFacePresent)
		{
			iSystemBrushesSkipped++;
			continue;	// verboten to caulk this.
		}

		for (int iBrushListToScan = 0; iBrushListToScan<2; iBrushListToScan++)
		{
			brush_t	*snext;
			for (brush_t *pScannedBrush = (iBrushListToScan?active_brushes.next:selected_brushes.next); pScannedBrush != (iBrushListToScan?&active_brushes:&selected_brushes) ; pScannedBrush = snext)
			{
				snext = pScannedBrush->next;

				if ( pScannedBrush == pSelectedBrush)
					continue;

				if (pScannedBrush->owner->eclass->fixedsize || pScannedBrush->pPatch || pScannedBrush->hiddenBrush)
					continue;

				if (FilterBrush(pScannedBrush))
					continue;

// idMaterial stuff no longer support this, not sure what else to do.
//   Searching for other occurences of QER_NOCARVE just shows people REMing the code and ignoring ths issue...
//
//				if (pScannedBrush->brush_faces->d_texture->bFromShader && (pScannedBrush->brush_faces->d_texture->TestMaterialFlag(QER_NOCARVE)))
//					continue;

				// basic-reject first to see if brushes can even possibly touch (coplanar counts as touching)
				//
				int i;
				for (i=0 ; i<3 ; i++)
				{
					if (pSelectedBrush->mins[i] > pScannedBrush->maxs[i] ||
						pSelectedBrush->maxs[i] < pScannedBrush->mins[i])
					{
						break;
					}
				}
				if (i != 3)
					continue;	// can't be touching

				// ok, now for the clever stuff, we need to detect only those faces that are both coplanar and smaller
				//	or equal to the face they're coplanar with...
				//
				for (pSelectedFace = pSelectedBrush->brush_faces; pSelectedFace; pSelectedFace = pSelectedFace->next)
				{
					idWinding *pSelectedWinding = pSelectedFace->face_winding;

					if (!pSelectedWinding)
						continue;	// freed face, probably won't happen here, but who knows with this program?

	//				SquaredFace_t SelectedSquaredFace;
	//				WindingToSquaredFace( &SelectedSquaredFace, pSelectedWinding);

					for (face_t *pScannedFace = pScannedBrush->brush_faces; pScannedFace; pScannedFace = pScannedFace->next)
					{
						// don't even try caulking against a system face, because these are often transparent and will leave holes
						//
						if (!strnicmp(pScannedFace->d_texture->GetName(),"system/",7))
							continue;

						// and don't try caulking against something inherently transparent...
						//
						if (pScannedFace->d_texture->TestMaterialFlag(QER_TRANS))
							continue;

						idWinding *pScannedWinding = pScannedFace->face_winding;

						if (!pScannedWinding)
							continue;	// freed face, probably won't happen here, but who knows with this program?

	//					SquaredFace_t ScannedSquaredFace;
	//					WindingToSquaredFace( &ScannedSquaredFace, pScannedWinding);

	/*					if (VectorCompare(ScannedSquaredFace.v3NormalisedRotationVector, SelectedSquaredFace.v3NormalisedRotationVector)
							&&
							VectorCompare(ScannedSquaredFace.v3NormalisedElevationVector, SelectedSquaredFace.v3NormalisedElevationVector)
							)
	*/
						{
							// brush faces are in parallel planes to each other, so check that their normals
							//	are opposite, by adding them together and testing for zero...
							// (if normals are opposite, then faces can be against/touching each other?)
							//
							idVec3 v3ZeroTest;
							idVec3 v3Zero;v3Zero.Zero();	//static idVec3 v3Zero={0,0,0};

							VectorAdd(pSelectedFace->plane.Normal(),pScannedFace->plane.Normal(),v3ZeroTest);
							if (v3ZeroTest == v3Zero)
							{
								// planes are facing each other...
								//
								// coplanar? (this is some maths of Gil's, which I don't even pretend to understand)
								//
								float fTotalDist = 0;
								for (int _i=0; _i<3; _i++)
								{
									fTotalDist += fabs(	DotProduct(pSelectedFace->plane.Normal(),(*pSelectedWinding)[0])
														-
														DotProduct(pSelectedFace->plane.Normal(),(*pScannedWinding)[i])
														);
								}
								//OutputDebugString(va("Dist = %g\n",fTotalDist));

								if (fTotalDist > 0.01)
									continue;

								// every point in the selected face must be within (or equal to) the bounds of the
								//	scanned face...
								//
								// work out the bounds first...
								//
								idVec3 v3ScannedBoundsMins, v3ScannedBoundsMaxs;
								ClearBounds (v3ScannedBoundsMins, v3ScannedBoundsMaxs);
								int iPoint;
								for (iPoint=0; iPoint<pScannedWinding->GetNumPoints(); iPoint++)
								{
									AddPointToBounds( (*pScannedWinding)[iPoint].ToVec3(), v3ScannedBoundsMins, v3ScannedBoundsMaxs);
								}
								// floor 'em... (or .001 differences mess things up...
								//
								FloorBounds(v3ScannedBoundsMins, v3ScannedBoundsMaxs);


								// now check points from selected face...
								//
								bool bWithin = true;
								for (iPoint=0; iPoint < pSelectedWinding->GetNumPoints(); iPoint++)
								{
									for (int iXYZ=0; iXYZ<3; iXYZ++)
									{
										float f = floor((*pSelectedWinding)[iPoint][iXYZ] + 0.5);
										if (!
												(
												f >= v3ScannedBoundsMins[iXYZ]
												&&
												f <= v3ScannedBoundsMaxs[iXYZ]
												)
											 )
										{
											bWithin = false;
										}
									}
								}

								if (bWithin)
								{
									PairBrushFace_t PairBrushFace;
													PairBrushFace.pFace = pSelectedFace;
													PairBrushFace.pBrush= pSelectedBrush;
									FacesToCaulk.Append(PairBrushFace);
								}
							}
						}
					}
				}
			}
		}
	}


	// apply caulk...
	//
	int iFacesCaulked = 0;
	if (FacesToCaulk.Num())
	{
		LPCSTR psCaulkName = "textures/common/caulk";
		const idMaterial *pCaulk = Texture_ForName(psCaulkName);

		if (pCaulk)
		{
			//
			// and call some other junk that Radiant wants so so we can use it later...
			//
			texdef_t tex;
			memset (&tex, 0, sizeof(tex));
			tex.scale[0] = 1;
			tex.scale[1] = 1;
			//tex.flags = pCaulk->flags;	// field missing in Q4
			//tex.value = pCaulk->value;	// ditto
			//tex.contents = pCaulk->contents;	// ditto
			tex.SetName( pCaulk->GetName() );

			//Texture_SetTexture (&tex);

			for (int iListEntry = 0; iListEntry < FacesToCaulk.Num(); iListEntry++)
			{
				PairBrushFace_t &PairBrushFace = FacesToCaulk[iListEntry];
				face_t *pFace = PairBrushFace.pFace;
				brush_t*pBrush= PairBrushFace.pBrush;

				pFace->d_texture = pCaulk;
				pFace->texdef = tex;

				Face_FitTexture(pFace, 1, 1);	// this doesn't work here for some reason... duh.
				Brush_Build(pBrush);

				iFacesCaulked++;
			}
		}
		else
		{
			/*Sys_Printf*/common->Printf(" Unable to locate caulk texture at: \"%s\"!\n",psCaulkName);
		}
	}

	/*Sys_Printf*/common->Printf("( %d faces caulked )\n",iFacesCaulked);

	if (iSystemBrushesSkipped)
	{
		/*Sys_Printf*/common->Printf("( %d system-faced brushes skipped )\n",iSystemBrushesSkipped);
	}

	Sys_UpdateWindows (W_ALL);
}
#endif