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2011 lines
50 KiB
C++
2011 lines
50 KiB
C++
//========= Copyright 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 "Box3D.h"
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#include "BrushOps.h"
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#include "GlobalFunctions.h"
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#include "MapDefs.h" // dvs: For COORD_NOTINIT
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#include "MapView2D.h" // dvs FIXME: For HitTest2D implementation
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#include "MapWorld.h"
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#include "MapSolid.h"
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#include "Options.h"
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#include "Render2D.h"
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#include "Render3D.h"
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#include "SaveInfo.h"
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#include "MapDoc.h"
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#include "MapDisp.h"
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#include "camera.h"
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#include "ssolid.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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IMPLEMENT_MAPCLASS(CMapSolid)
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#define CENTER_HANDLE_RADIUS 3
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int CMapSolid::g_nBadSolidCount = 0;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Sets this solid's color to a random blue-green color.
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// Input : Parent0 - The parent of this solid. Typically this is the world.
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//-----------------------------------------------------------------------------
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CMapSolid::CMapSolid(CMapClass *Parent0)
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: m_bValid(FALSE) // well, no faces
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{
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m_pParent = Parent0;
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m_eSolidType = btSolid;
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m_bIsCordonBrush = false;
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PickRandomColor();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CMapSolid::~CMapSolid(void)
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{
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Faces.SetCount(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds the plane to the given solid.
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// Input : pSolid - Solid to which the plane is being added.
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// p - Plane to add to the solid.
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// Output : Returns true if the solid is still valid after the addition of the
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// plane, false if it was entirely behind the plane.
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//-----------------------------------------------------------------------------
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bool CMapSolid::AddPlane(const CMapFace *p)
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{
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CMapFace NewFace;
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//
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// Copy the info from the carving face, including the plane, but not the points.
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//
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NewFace.CopyFrom(p, COPY_FACE_PLANE);
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//
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// Use texture from our first face - this function adds a plane
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// from the subtraction brush itself.
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//
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const CMapFace *pSolidFace = GetFace(0);
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NewFace.SetTexture(pSolidFace->texture.texture);
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NewFace.texture.q2contents = pSolidFace->texture.q2contents;
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NewFace.texture.q2surface = pSolidFace->texture.q2surface;
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NewFace.texture.nLightmapScale = pSolidFace->texture.nLightmapScale;
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//
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// Set up the texture axes for the new face.
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//
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NewFace.InitializeTextureAxes(Options.GetTextureAlignment(), INIT_TEXTURE_ALL | INIT_TEXTURE_FORCE);
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//
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// Add the face to the solid and rebuild the solid.
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//
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AddFace(&NewFace);
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CreateFromPlanes();
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SetValid(TRUE);
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PostUpdate(Notify_Changed);
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RemoveEmptyFaces();
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return(GetFaceCount() >= 4);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Carves this solid using another.
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// Input : Inside - Receives the pieces of this solid that were inside the carver.
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// Outside - Receives the pieces of this solid that were outside the carver.
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// pCarver - The solid that is being subtracted from us.
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//-----------------------------------------------------------------------------
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bool CMapSolid::Carve(CMapObjectList *pInside, CMapObjectList *pOutside, CMapSolid *pCarver)
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{
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int i;
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CMapSolid *front = NULL;
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CMapSolid *back = NULL;
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Vector bmins, bmaxs;
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Vector carvemins, carvemaxs;
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GetRender2DBox(bmins, bmaxs);
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pCarver->GetRender2DBox(carvemins, carvemaxs);
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//
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// If this solid doesn't intersect the carving solid at all, add a copy
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// to the outside list and exit.
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//
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for (i=0 ; i<3 ; i++)
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{
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if ((bmins[i] >= carvemaxs[i]) || (bmaxs[i] <= carvemins[i]))
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{
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if (pOutside != NULL)
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{
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CMapSolid *pCopy = (CMapSolid *)Copy(false);
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pOutside->AddToTail(pCopy);
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}
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return(false);
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}
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}
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//
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// Build a duplicate of this solid to carve from.
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//
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CMapSolid CarveFrom;
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CarveFrom.CopyFrom(this, false);
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//
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// Carve the solid by the faces in the carving solid.
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//
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for (i = 0; i < pCarver->GetFaceCount(); i++)
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{
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const CMapFace *pFace = pCarver->GetFace(i);
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//
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// Split the solid by this face, into a front and a back piece.
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//
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CarveFrom.ClipByFace(pFace, pOutside != NULL ? &front : NULL, &back);
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//
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// If there was a front piece, add it to the outside list.
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//
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if ((front != NULL) && (pOutside != NULL))
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{
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pOutside->AddToTail(front);
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}
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else
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{
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delete front;
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}
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//
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// If there was no back piece, we have found a face the solid is completely in front of.
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// Per the separating axis theorem, the two solids cannot intersect, so we are done.
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//
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if (back == NULL)
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{
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return(false);
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}
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//
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// The next clip uses the back piece from this clip to prevent the carve results
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// from overlapping.
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//
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CarveFrom.CopyFrom(back, false);
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//
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// Add the back piece of the carved solid to the inside list.
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//
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if (pInside != NULL)
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{
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pInside->AddToTail(back);
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}
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else
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{
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delete back;
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}
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}
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clips the given solid by the given face, returning the results.
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// Input : pSolid - Solid to clip.
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// fa - Face to use for the clipping operation.
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// f - Returns the part of the solid that was in front of the clipping
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// face (in the direction of the face normal).
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// b - Returns the part of the solid that was in back of the clipping
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// face (in the opposite direction of the face normal).
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//-----------------------------------------------------------------------------
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void CMapSolid::ClipByFace(const CMapFace *fa, CMapSolid **fsolid, CMapSolid **bSolid)
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{
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CMapSolid *front = new CMapSolid;
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CMapSolid *back = new CMapSolid;
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CMapFace fb;
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//
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// Build a back facing version of the clip face by reversing the plane points
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// and recalculate the plane normal and distance.
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//
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fb.CopyFrom(fa);
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Vector temp = fb.plane.planepts[0];
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fb.plane.planepts[0] = fb.plane.planepts[2];
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fb.plane.planepts[2] = temp;
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fb.CalcPlane();
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front->CopyFrom(this, false);
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front->SetParent(NULL);
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back->CopyFrom(this, false);
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back->SetParent(NULL);
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if (!back->AddPlane(fa))
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{
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delete back;
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back = NULL;
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}
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if (!front->AddPlane(&fb))
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{
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delete front;
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front = NULL;
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}
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if (fsolid != NULL)
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{
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*fsolid = front;
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}
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else
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{
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delete front;
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}
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if (bSolid != NULL)
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{
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*bSolid = back;
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}
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else
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{
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delete back;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this solid contains a face with the given ID, false if not.
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// Input : nFaceID - unique face ID to look for.
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//-----------------------------------------------------------------------------
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CMapFace *CMapSolid::FindFaceID(int nFaceID)
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{
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int nFaceCount = GetFaceCount();
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for (int nFace = 0; nFace < nFaceCount; nFace++)
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{
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CMapFace *pFace = GetFace(nFace);
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if (pFace->GetFaceID() == nFaceID)
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{
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return(pFace);
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}
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}
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return(NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pWorld -
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//-----------------------------------------------------------------------------
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void CMapSolid::GenerateNewFaceIDs(CMapWorld *pWorld)
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{
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int nFaceCount = GetFaceCount();
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for (int nFace = 0; nFace < nFaceCount; nFace++)
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{
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CMapFace *pFace = GetFace(nFace);
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pFace->SetFaceID(pWorld->FaceID_GetNext());
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows the solid to generate new face IDs before being added to the
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// world because of a clone.
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// Input : pClone - The clone of this object that is being added to the world.
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// pWorld - The world that the clone is being added to.
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// OriginalList - The list of objects that were cloned.
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// NewList - The list of clones.
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//-----------------------------------------------------------------------------
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void CMapSolid::OnPreClone(CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
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{
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((CMapSolid *)pClone)->GenerateNewFaceIDs(pWorld);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Notifies the object that a copy of it is being pasted from the
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// clipboard before the copy is added to the world.
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// Input : pCopy - The copy of this object that is being added to the world.
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// pSourceWorld - The world that the originals were in.
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// pDestWorld - The world that the copies are being added to.
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// OriginalList - The list of original objects that were copied.
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// NewList - The list of copied.
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//-----------------------------------------------------------------------------
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void CMapSolid::OnPrePaste(CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList)
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{
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((CMapSolid *)pCopy)->GenerateNewFaceIDs(pDestWorld);
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}
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//-----------------------------------------------------------------------------
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// Purpose: to split the solid by the given plane into frontside and backside
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// solids; memory is allocated in the function for the solids;
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// solids are only generated for (pointers to) CMapSolid pointers that
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// exist -- if a pointer is NULL that sidedness is ignored; the
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// function returns whether or not an actual split happened (TRUE/FALSE)
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// Input: pPlane - the plane to split the solid with
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// pFront - the front sided solid (if any)
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// pBack - the back sided solid (if any)
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// Output: 0 - on front side
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// 1 - on back side
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// 2 - split
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//-----------------------------------------------------------------------------
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int CMapSolid::Split( PLANE *pPlane, CMapSolid **pFront, CMapSolid **pBack )
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{
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const float SPLIT_DIST_EPSILON = 0.001f;
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CMapSolid *pFrontSolid = NULL;
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CMapSolid *pBackSolid = NULL;
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CMapFace face;
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//
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// The newly added face should get its texture from face zero of the solid.
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//
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CMapFace *pFirstFace = GetFace(0);
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if (pFirstFace != NULL)
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{
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face.SetTexture(pFirstFace->GetTexture());
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}
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//
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// check for plane intersection with solid
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//
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int frontCount = 0;
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int backCount = 0;
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int faceCount = GetFaceCount();
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for( int i = 0; i < faceCount; i++ )
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{
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CMapFace *pFace = GetFace( i );
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for( int j = 0; j < pFace->nPoints; j++ )
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{
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float dist = DotProduct( pFace->Points[j], pPlane->normal ) - pPlane->dist;
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if( dist > SPLIT_DIST_EPSILON )
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{
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frontCount++;
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}
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else if( dist < -SPLIT_DIST_EPSILON )
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{
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backCount++;
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}
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}
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}
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//
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// If we're all on one side of the splitting plane, copy ourselves into the appropriate
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// destination solid.
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//
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if ((frontCount == 0) || (backCount == 0))
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{
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CMapSolid **pReturn;
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if (frontCount == 0)
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{
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pReturn = pBack;
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}
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else
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{
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pReturn = pFront;
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}
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if (pReturn == NULL)
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{
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return -1;
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}
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//
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// The returned solid is just a copy of ourselves.
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//
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CMapSolid *pReturnSolid = new CMapSolid;
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pReturnSolid->CopyFrom(this, false);
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pReturnSolid->SetParent(NULL);
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pReturnSolid->SetTemporary(TRUE);
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//
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// Rebuild the solid because mappers are accustomed to using the clipper tool as a way of
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// verifying that geometry is valid.
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//
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if (pReturnSolid->CreateFromPlanes( CREATE_FROM_PLANES_CLIPPING ))
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{
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// Initialize the texture axes only of the newly created faces. Leave the others alone.
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pReturnSolid->InitializeTextureAxes(Options.GetTextureAlignment(), INIT_TEXTURE_ALL);
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pReturnSolid->PostUpdate(Notify_Changed);
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}
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*pReturn = pReturnSolid;
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return 1;
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}
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//
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// split the solid and create the "front" solid
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//
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if( pFront )
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{
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//
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// copy the original solid info
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//
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pFrontSolid = new CMapSolid;
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pFrontSolid->CopyFrom(this, false);
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pFrontSolid->SetParent(NULL);
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pFrontSolid->SetTemporary( TRUE );
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face.plane.normal = pPlane->normal;
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VectorNegate( face.plane.normal );
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face.plane.dist = -pPlane->dist;
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pFrontSolid->AddFace( &face );
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//
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// The new face doesn't have plane points, only a normal and a distance, so we tell CreateFromPlanes
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// to generate new plane points for us after creation.
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//
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if (pFrontSolid->CreateFromPlanes(CREATE_BUILD_PLANE_POINTS | CREATE_FROM_PLANES_CLIPPING))
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{
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// Initialize the texture axes only of the newly created faces. Leave the others alone.
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pFrontSolid->InitializeTextureAxes( Options.GetTextureAlignment(), INIT_TEXTURE_ALL );
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pFrontSolid->PostUpdate(Notify_Clipped_Intermediate);
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*pFront = pFrontSolid;
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}
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}
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//
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// split the solid and create the "back" solid
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//
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if( pBack )
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{
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//
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// copy the original solid info
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//
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pBackSolid = new CMapSolid;
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pBackSolid->CopyFrom(this, false);
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pBackSolid->SetParent(NULL);
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pBackSolid->SetTemporary( TRUE );
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face.plane.normal = pPlane->normal;
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face.plane.dist = pPlane->dist;
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pBackSolid->AddFace( &face );
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//
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// The new face doesn't have plane points, only a normal and a distance, so we tell CreateFromPlanes
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// to generate new plane points for us after creation.
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//
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if (pBackSolid->CreateFromPlanes(CREATE_BUILD_PLANE_POINTS | CREATE_FROM_PLANES_CLIPPING))
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{
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// Initialize the texture axes only of the newly created faces. Leave the others alone.
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pBackSolid->InitializeTextureAxes( Options.GetTextureAlignment(), INIT_TEXTURE_ALL );
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pBackSolid->PostUpdate(Notify_Clipped_Intermediate);
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*pBack = pBackSolid;
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}
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}
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return 2;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the index (you could use it with GetFace) or -1 if the face doesn't exist in this solid.
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//-----------------------------------------------------------------------------
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int CMapSolid::GetFaceIndex( CMapFace *pFace )
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{
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for ( int i=0; i < Faces.GetCount(); i++ )
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{
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if ( pFace == &Faces[i] )
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a face to this solid.
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// Input : pFace - The face to add. The face is copied into this solid's face
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// array, so it can be safely freed when AddFace returns.
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//-----------------------------------------------------------------------------
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void CMapSolid::AddFace(CMapFace *pFace)
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{
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int nFaces = Faces.GetCount();
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Faces.SetCount(nFaces + 1);
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CMapFace *pNewFace = &Faces[nFaces];
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pNewFace->CopyFrom(pFace, COPY_FACE_POINTS);
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pNewFace->SetRenderColor(r, g, b);
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pNewFace->SetCordonFace( m_bIsCordonBrush );
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pNewFace->SetParent(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CMapClass
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//-----------------------------------------------------------------------------
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CMapClass *CMapSolid::Copy(bool bUpdateDependencies)
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{
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CMapSolid *pNew = new CMapSolid;
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pNew->CopyFrom(this, bUpdateDependencies);
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return pNew;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns this solid into a duplicate of the given solid.
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// Input : pobj - Object to copy, must be a CMapSolid.
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// Output : Returns a pointer to this object.
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//-----------------------------------------------------------------------------
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CMapClass *CMapSolid::CopyFrom(CMapClass *pobj, bool bUpdateDependencies)
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{
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Assert(pobj->IsMapClass(MAPCLASS_TYPE(CMapSolid)));
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CMapSolid *pFrom = (CMapSolid *)pobj;
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CMapClass::CopyFrom(pobj, bUpdateDependencies);
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m_eSolidType = pFrom->GetHL1SolidType();
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m_bIsCordonBrush = pFrom->m_bIsCordonBrush;
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int nFaces = pFrom->Faces.GetCount();
|
|
Faces.SetCount(nFaces);
|
|
|
|
// copy faces
|
|
CMapFace *pFromFace;
|
|
CMapFace *pToFace;
|
|
|
|
for (int i = nFaces - 1; i >= 0; i--)
|
|
{
|
|
|
|
pToFace = &Faces[i];
|
|
pFromFace = &pFrom->Faces[i];
|
|
|
|
if (!pToFace)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
pToFace->SetParent(this);
|
|
pToFace->CopyFrom(pFromFace, COPY_FACE_POINTS, bUpdateDependencies);
|
|
Assert(pToFace->GetPointCount() != 0);
|
|
}
|
|
|
|
return(this);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Walks the faces of a solid for debugging.
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef _DEBUG
|
|
#pragma warning (disable:4189)
|
|
void CMapSolid::DebugSolid(void)
|
|
{
|
|
int nFaceCount = Faces.GetCount();
|
|
for (int nFace = 0; nFace < nFaceCount; nFace++)
|
|
{
|
|
CMapFace *pFace = GetFace(nFace);
|
|
}
|
|
}
|
|
#pragma warning (default:4189)
|
|
#endif // _DEBUG
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iIndex -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::DeleteFace(int iIndex)
|
|
{
|
|
// shifts 'em down.
|
|
int nFaces = Faces.GetCount();
|
|
for(int j = iIndex; j < nFaces-1; j++)
|
|
{
|
|
Faces[j].CopyFrom(&Faces[j+1]);
|
|
}
|
|
|
|
Faces.SetCount(nFaces-1);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
const char* CMapSolid::GetDescription(void)
|
|
{
|
|
static char szBuf[128];
|
|
sprintf(szBuf, "solid with %d faces", Faces.GetCount());
|
|
return szBuf;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculates this solid's axis aligned bounding box.
|
|
// Input : bFullUpdate - Whether to evaluate all children when calculating.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::CalcBounds(BOOL bFullUpdate)
|
|
{
|
|
CMapClass::CalcBounds(bFullUpdate);
|
|
|
|
//
|
|
// Update mins/maxes based on our faces.
|
|
//
|
|
int nFaces = Faces.GetCount();
|
|
for( int i = 0; i < nFaces; i++ )
|
|
{
|
|
// check for valid face
|
|
if (!Faces[i].Points)
|
|
continue;
|
|
|
|
//
|
|
// Get the 2d render bounds of this face and update the solid. 2D render bounds
|
|
// can be different from 3D culling bounds because the 2D bounds do not consider
|
|
// displacement faces.
|
|
//
|
|
Vector mins, maxs;
|
|
bool result = Faces[i].GetRender2DBox( mins, maxs );
|
|
if( result )
|
|
{
|
|
m_Render2DBox.UpdateBounds( mins, maxs );
|
|
}
|
|
|
|
//
|
|
// Get the culling bounds and update the solid
|
|
//
|
|
result = Faces[i].GetCullBox( mins, maxs );
|
|
if( result )
|
|
{
|
|
m_CullBox.UpdateBounds( mins, maxs );
|
|
}
|
|
}
|
|
|
|
m_Render2DBox.GetBoundsCenter(m_Origin);
|
|
m_BoundingBox = m_CullBox;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : t -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::DoTransform(const VMatrix &matrix)
|
|
{
|
|
// get all points, transform them
|
|
int nFaces = Faces.GetCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
Faces[i].DoTransform( matrix );
|
|
}
|
|
|
|
BaseClass::DoTransform(matrix);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the render color of all of our faces when our render color is set.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::SetRenderColor(color32 rgbColor)
|
|
{
|
|
CMapClass::SetRenderColor(rgbColor);
|
|
|
|
int nFaces = Faces.GetCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
Faces[i].SetRenderColor(rgbColor);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the render color of all of our faces when our render color is set.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::SetRenderColor(unsigned char uchRed, unsigned char uchGreen, unsigned char uchBlue)
|
|
{
|
|
CMapClass::SetRenderColor(uchRed, uchGreen, uchBlue);
|
|
|
|
int nFaces = Faces.GetCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
Faces[i].SetRenderColor(uchRed, uchGreen, uchBlue);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output : size_t
|
|
//-----------------------------------------------------------------------------
|
|
size_t CMapSolid::GetSize(void)
|
|
{
|
|
size_t size = CMapClass::GetSize();
|
|
size += sizeof *this;
|
|
|
|
int nFaces = Faces.GetCount();
|
|
for( int i = 0; i < nFaces; i++ )
|
|
{
|
|
size += Faces[i].GetDataSize();
|
|
}
|
|
|
|
return size;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the texture for a given face.
|
|
// Input : pszTex - Texture name.
|
|
// iFace - Index of face for which to set texture.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::SetTexture(LPCTSTR pszTex, int iFace)
|
|
{
|
|
if(iFace == -1)
|
|
{
|
|
int nFaces = Faces.GetCount();
|
|
for(int i = 0 ; i < nFaces; i++)
|
|
{
|
|
Faces[i].SetTexture(pszTex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Faces[iFace].SetTexture(pszTex);
|
|
}
|
|
|
|
CMapDoc *pMapDoc = CMapDoc::GetActiveMapDoc();
|
|
|
|
pMapDoc->RemoveFromAutoVisGroups( this );
|
|
pMapDoc->AddToAutoVisGroup( this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the texture name of a given face.
|
|
// Input : iFace - Index of face. If -1, returns the texture of face 0.
|
|
// Output : Returns the texture name.
|
|
//-----------------------------------------------------------------------------
|
|
LPCTSTR CMapSolid::GetTexture(int iFace)
|
|
{
|
|
return Faces[iFace == -1 ? 0 : iFace].texture.texture;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates the solid using the plane information from the solid's faces.
|
|
//
|
|
// ASSUMPTIONS: This solid's faces are assumed to have valid plane points.
|
|
//
|
|
// Input : dwFlags - Can be any or none of the following flags:
|
|
//
|
|
// CREATE_BUILD_PLANE_POINTS - if this flag is set, the 3-point
|
|
// definition of each face plane will be regenerated based
|
|
// on the face points after the solid is generated.
|
|
//
|
|
// Output : Returns TRUE if the solid is valid, FALSE if not.
|
|
//
|
|
// dvs: this should really use the public API of CMapSolid to add faces so that
|
|
// parentage and render color are set automatically.
|
|
//-----------------------------------------------------------------------------
|
|
int CMapSolid::CreateFromPlanes( DWORD dwFlags )
|
|
{
|
|
int i, j, k;
|
|
BOOL useplane[MAPSOLID_MAX_FACES];
|
|
|
|
m_Render2DBox.SetBounds(Vector(COORD_NOTINIT, COORD_NOTINIT, COORD_NOTINIT),
|
|
Vector(-COORD_NOTINIT, -COORD_NOTINIT, -COORD_NOTINIT));
|
|
|
|
m_bValid = TRUE;
|
|
|
|
//
|
|
// Free all points from all faces and assign parentage.
|
|
//
|
|
int nFaces = GetFaceCount();
|
|
|
|
for (i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
|
|
pFace->AllocatePoints(0);
|
|
pFace->SetParent(this);
|
|
pFace->SetRenderColor(r, g, b);
|
|
|
|
useplane[i] = false;
|
|
}
|
|
|
|
//
|
|
// For every face that is not set to be ignored, check the plane and make sure
|
|
// it is unique. We mark each plane that we intend to keep with a TRUE in the
|
|
// 'useplane' array.
|
|
//
|
|
for (i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
PLANE *f = &pFace->plane;
|
|
|
|
//
|
|
// Don't use this plane if it has a zero-length normal.
|
|
//
|
|
if (VectorCompare(f->normal, vec3_origin))
|
|
{
|
|
useplane[i] = FALSE;
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// If the plane duplicates another plane, don't use it (assume it is a brush
|
|
// being edited that will be fixed).
|
|
//
|
|
useplane[i] = TRUE;
|
|
for (j = 0; j < i; j++)
|
|
{
|
|
CMapFace *pFaceCheck = GetFace(j);
|
|
|
|
Vector& f1 = f->normal;
|
|
Vector& f2 = pFaceCheck->plane.normal;
|
|
|
|
//
|
|
// Check for duplicate plane within some tolerance.
|
|
//
|
|
if ((DotProduct(f1, f2) > 0.999) && (fabs(f->dist - pFaceCheck->plane.dist) < 0.01))
|
|
{
|
|
useplane[j] = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Now we have a set of planes, indicated by TRUE values in the 'useplanes' array,
|
|
// from which we will build a solid.
|
|
//
|
|
BOOL bGotFaces = FALSE;
|
|
|
|
for (i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
|
|
if (!useplane[i])
|
|
continue;
|
|
|
|
//
|
|
// Create a huge winding from this face's plane, then clip it by all other
|
|
// face planes.
|
|
//
|
|
winding_t *w = CreateWindingFromPlane(&pFace->plane);
|
|
for (j = 0; j < nFaces && w; j++)
|
|
{
|
|
CMapFace *pFaceClip = GetFace(j);
|
|
|
|
//
|
|
// Flip the plane, because we want to keep the back side
|
|
//
|
|
if (j != i)
|
|
{
|
|
PLANE plane;
|
|
|
|
VectorSubtract(vec3_origin, pFaceClip->plane.normal, plane.normal);
|
|
plane.dist = -pFaceClip->plane.dist;
|
|
|
|
w = ClipWinding(w, &plane);
|
|
}
|
|
}
|
|
|
|
//
|
|
// If we still have a winding after all that clipping, build a face from
|
|
// the winding.
|
|
//
|
|
if (w != NULL)
|
|
{
|
|
//
|
|
// Round all points in the winding that are within ROUND_VERTEX_EPSILON of
|
|
// integer values.
|
|
//
|
|
for (j = 0; j < w->numpoints; j++)
|
|
{
|
|
for (k = 0; k < 3; k++)
|
|
{
|
|
float v = w->p[j][k];
|
|
float v1 = V_rint(v);
|
|
if ((v != v1) && (fabs(v - v1) < ROUND_VERTEX_EPSILON))
|
|
{
|
|
w->p[j][k] = v1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// The above rounding process may have created duplicate points. Eliminate them.
|
|
//
|
|
RemoveDuplicateWindingPoints(w, MIN_EDGE_LENGTH_EPSILON);
|
|
|
|
bGotFaces = TRUE;
|
|
|
|
//
|
|
// Create a face from this winding. Leave the face plane
|
|
// alone because we are still in the process of building our solid.
|
|
//
|
|
if ( dwFlags & CREATE_FROM_PLANES_CLIPPING )
|
|
{
|
|
pFace->CreateFace( w, CREATE_FACE_PRESERVE_PLANE | CREATE_FACE_CLIPPING );
|
|
}
|
|
else
|
|
{
|
|
pFace->CreateFace(w, CREATE_FACE_PRESERVE_PLANE);
|
|
}
|
|
|
|
//
|
|
// Done with the winding, we can free it now.
|
|
//
|
|
FreeWinding(w);
|
|
}
|
|
}
|
|
|
|
if (!bGotFaces)
|
|
{
|
|
m_bValid = FALSE;
|
|
m_Render2DBox.SetBounds(vec3_origin, vec3_origin);
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Remove faces that don't contribute to this solid.
|
|
//
|
|
int nFace = GetFaceCount();
|
|
while (nFace > 0)
|
|
{
|
|
nFace--;
|
|
CMapFace *pFace = GetFace(nFace);
|
|
|
|
if ((!useplane[nFace]) || (pFace->GetPointCount() == 0))
|
|
{
|
|
DeleteFace(nFace);
|
|
|
|
memcpy(useplane + nFace, useplane + nFace + 1, MAPSOLID_MAX_FACES - (nFace + 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Now that we have built the faces from the planes that we were given,
|
|
// calculate the plane normals, distances, and texture coordinates.
|
|
//
|
|
nFaces = GetFaceCount();
|
|
for (i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
|
|
if (dwFlags & CREATE_BUILD_PLANE_POINTS)
|
|
{
|
|
pFace->CalcPlaneFromFacePoints();
|
|
}
|
|
else
|
|
{
|
|
pFace->CalcPlane();
|
|
}
|
|
|
|
pFace->CalcTextureCoords();
|
|
|
|
//
|
|
// Make sure the face is valid.
|
|
//
|
|
if (!pFace->CheckFace())
|
|
{
|
|
m_bValid = FALSE;
|
|
}
|
|
}
|
|
|
|
//
|
|
// remove faces that do not contribute -- not just "unused or ignored" faces
|
|
//
|
|
int faceCount = Faces.GetCount();
|
|
for( i = 0; i < faceCount; i++ )
|
|
{
|
|
if( Faces[i].nPoints == 0 )
|
|
{
|
|
DeleteFace( i );
|
|
i--;
|
|
faceCount--;
|
|
}
|
|
}
|
|
|
|
return(m_bValid ? TRUE : FALSE);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initializes the texture axes for all faces in the solid.
|
|
// Input : eAlignment - See CMapFace::InitializeTextureAxes
|
|
// dwFlags - See CMapFace::InitializeTextureAxes
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::InitializeTextureAxes(TextureAlignment_t eAlignment, DWORD dwFlags)
|
|
{
|
|
int nFaces = Faces.GetCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
Faces[i].InitializeTextureAxes(eAlignment, dwFlags);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pLoadInfo -
|
|
// *pSolid -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapSolid::LoadSideCallback(CChunkFile *pFile, CMapSolid *pSolid)
|
|
{
|
|
ChunkFileResult_t eResult = ChunkFile_Ok;
|
|
|
|
//
|
|
// this is hear in place of the AddFace -- may want to handle this better later!!!
|
|
//
|
|
int faceCount = pSolid->Faces.GetCount();
|
|
pSolid->Faces.SetCount( faceCount + 1 );
|
|
CMapFace *pFace = &pSolid->Faces[faceCount];
|
|
|
|
eResult = pFace->LoadVMF(pFile);
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
pFace->SetRenderColor( pSolid->r, pSolid->g, pSolid->b );
|
|
pFace->SetParent( pSolid );
|
|
}
|
|
else
|
|
{
|
|
// UNDONE: need a better solution for user errors.
|
|
AfxMessageBox("Out of memory loading solid.");
|
|
eResult = ChunkFile_OutOfMemory;
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pFile -
|
|
// pData -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapSolid::LoadVMF(CChunkFile *pFile, bool &bValid)
|
|
{
|
|
//
|
|
// Set up handlers for the subchunks that we are interested in.
|
|
//
|
|
CChunkHandlerMap Handlers;
|
|
Handlers.AddHandler("side", (ChunkHandler_t)LoadSideCallback, this);
|
|
Handlers.AddHandler("editor", (ChunkHandler_t)LoadEditorCallback, this);
|
|
|
|
pFile->PushHandlers(&Handlers);
|
|
ChunkFileResult_t eResult = pFile->ReadChunk((KeyHandler_t)LoadEditorKeyCallback, this);
|
|
pFile->PopHandlers();
|
|
|
|
bValid = false;
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
//
|
|
// Create the solid using the planes that were read from the MAP file.
|
|
//
|
|
if (CreateFromPlanes())
|
|
{
|
|
bValid = true;
|
|
CalcBounds();
|
|
|
|
//
|
|
// Set solid type based on texture name.
|
|
//
|
|
m_eSolidType = HL1SolidTypeFromTextureName(Faces[0].texture.texture);
|
|
|
|
//
|
|
// create all of the displacement surfaces for faces with the displacement property
|
|
//
|
|
int faceCount = GetFaceCount();
|
|
for( int i = 0; i < faceCount; i++ )
|
|
{
|
|
CMapFace *pFace = GetFace( i );
|
|
if( !pFace->HasDisp() )
|
|
continue;
|
|
|
|
EditDispHandle_t handle = pFace->GetDisp();
|
|
CMapDisp *pMapDisp = EditDispMgr()->GetDisp( handle );
|
|
pMapDisp->InitDispSurfaceData( pFace, false );
|
|
pMapDisp->Create();
|
|
pMapDisp->PostLoad();
|
|
}
|
|
|
|
// There once was a bug that caused black solids. Fix it here.
|
|
if ((r == 0) && (g == 0) || (b == 0))
|
|
{
|
|
PickRandomColor();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
g_nBadSolidCount++;
|
|
}
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Picks a random shade of blue/green for this solid.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::PickRandomColor()
|
|
{
|
|
SetRenderColor(0, 100 + (random() % 156), 100 + (random() % 156));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called before loading a map file.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::PreloadWorld(void)
|
|
{
|
|
g_nBadSolidCount = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the number of solids that could not be loaded due to errors
|
|
// in the VMF file. This should only occur after the first load of an
|
|
// old RMF file.
|
|
//-----------------------------------------------------------------------------
|
|
int CMapSolid::GetBadSolidCount(void)
|
|
{
|
|
return(g_nBadSolidCount);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 CMapSolid::OnAddToWorld(CMapWorld *pWorld)
|
|
{
|
|
CMapClass::OnAddToWorld(pWorld);
|
|
|
|
//
|
|
// First, the common case: all our face IDs are zero. Assign new IDs to all faces
|
|
// with zero IDs. Add unhandled faces to a list. Those we will need to check against
|
|
// the world for uniqueness.
|
|
//
|
|
CMapFaceList CheckList;
|
|
int nFaceCount = GetFaceCount();
|
|
for (int i = 0; i < nFaceCount; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
if (pFace->GetFaceID() == 0)
|
|
{
|
|
pFace->SetFaceID(pWorld->FaceID_GetNext());
|
|
}
|
|
else
|
|
{
|
|
CheckList.AddToTail(pFace);
|
|
}
|
|
}
|
|
|
|
if (CheckList.Count() > 0)
|
|
{
|
|
//
|
|
// The less common case: make sure all our face IDs are unique in this world.
|
|
// We do it here instead of in CMapFace in order to save world tree traversals.
|
|
//
|
|
EnumChildrenPos_t pos;
|
|
CMapClass *pChild = pWorld->GetFirstDescendent(pos);
|
|
while (pChild != NULL)
|
|
{
|
|
CMapSolid *pSolid = dynamic_cast<CMapSolid *>(pChild);
|
|
|
|
if ( pSolid && pSolid != this )
|
|
{
|
|
CUtlRBTree<int,int> faceIDs;
|
|
SetDefLessFunc( faceIDs );
|
|
|
|
nFaceCount = GetFaceCount();
|
|
for (int nFace = 0; nFace < nFaceCount; nFace++)
|
|
{
|
|
CMapFace *pFace = GetFace(nFace);
|
|
faceIDs.Insert( pFace->GetFaceID() );
|
|
}
|
|
|
|
for (int i = CheckList.Count() - 1; i >= 0; i--)
|
|
{
|
|
CMapFace *pFace = CheckList.Element(i);
|
|
|
|
// If this face ID is not unique, assign it a new unique face ID
|
|
// and remove it from our list.
|
|
|
|
if ( faceIDs.Find( pFace->GetFaceID() ) != faceIDs.InvalidIndex() )
|
|
{
|
|
pFace->SetFaceID(pWorld->FaceID_GetNext());
|
|
CheckList.FastRemove(i);
|
|
}
|
|
}
|
|
|
|
if (CheckList.Count() <= 0)
|
|
{
|
|
// We've handled all the faces in our list, early out.
|
|
break;
|
|
}
|
|
}
|
|
|
|
pChild = pWorld->GetNextDescendent(pos);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Notify all faces that we are being added to the world.
|
|
//
|
|
for (int i = 0; i < nFaceCount; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
pFace->OnAddToWorld(pWorld);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after the entire map has been loaded. This allows the object
|
|
// to perform any linking with other map objects or to do other operations
|
|
// that require all world objects to be present.
|
|
// Input : pWorld - The world that we are in.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::PostloadWorld(CMapWorld *pWorld)
|
|
{
|
|
CMapClass::PostloadWorld(pWorld);
|
|
|
|
//
|
|
// Make sure all our faces have nonzero IDs. They might if the map was created
|
|
// before unique IDs were added.
|
|
//
|
|
int nFaces = GetFaceCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
if (pFace->GetFaceID() == 0)
|
|
{
|
|
pFace->SetFaceID(pWorld->FaceID_GetNext());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eSelectMode -
|
|
// Output : CMapClass
|
|
//-----------------------------------------------------------------------------
|
|
CMapClass *CMapSolid::PrepareSelection(SelectMode_t eSelectMode)
|
|
{
|
|
//
|
|
// If we have a parent who is not the world object, consider whether we should
|
|
// select it instead.
|
|
//
|
|
if ((eSelectMode != selectSolids) && (m_pParent != NULL) && !IsWorldObject(m_pParent) )
|
|
{
|
|
//
|
|
// If we are in group selection mode or our parent is an entity, select our
|
|
// parent.
|
|
//
|
|
|
|
if ( (eSelectMode == selectGroups) || (dynamic_cast <CMapEntity *>(m_pParent) != NULL))
|
|
{
|
|
return GetParent()->PrepareSelection(eSelectMode);
|
|
}
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 CMapSolid::OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren)
|
|
{
|
|
CMapClass::OnRemoveFromWorld(pWorld, bNotifyChildren);
|
|
|
|
//
|
|
// Notify all faces that we are being removed from the world.
|
|
//
|
|
int nFaces = GetFaceCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
pFace->OnRemoveFromWorld();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::RemoveEmptyFaces(void)
|
|
{
|
|
int nFaces = GetFaceCount();
|
|
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
//
|
|
// If this face has no points, delete it.
|
|
//
|
|
const CMapFace *pFace = GetFace(i);
|
|
if (pFace->Points == NULL)
|
|
{
|
|
DeleteFace(i);
|
|
i--;
|
|
nFaces--;
|
|
}
|
|
}
|
|
|
|
if (nFaces >= 4)
|
|
{
|
|
// dvs: test to verify that the SetFaceCount below is unnecessary
|
|
int nTest = GetFaceCount();
|
|
Assert(nTest == nFaces);
|
|
SetFaceCount(nFaces);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// for sorting
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CMapSolid::ShouldRenderLast()
|
|
{
|
|
for (int nFace = 0; nFace < GetFaceCount(); nFace++)
|
|
{
|
|
CMapFace *pFace = GetFace(nFace);
|
|
if (pFace->ShouldRenderLast())
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CMapSolid::AddShadowingTriangles( CUtlVector<Vector> &tri_list )
|
|
{
|
|
for (int nFace = 0; nFace < GetFaceCount(); nFace++)
|
|
{
|
|
CMapFace *pFace = GetFace(nFace);
|
|
pFace->AddShadowingTriangles( tri_list );
|
|
if( pFace->HasDisp() )
|
|
{
|
|
EditDispHandle_t handle = pFace->GetDisp();
|
|
CMapDisp *pMapDisp = EditDispMgr()->GetDisp( handle );
|
|
pMapDisp->AddShadowingTriangles( tri_list );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Renders the solid using the default render mode. If the solid is
|
|
// currently selected, it will be rendered with a yellow wireframe
|
|
// in a second pass.
|
|
// Input : pRender - Rendering interface.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::Render3D(CRender3D *pRender)
|
|
{
|
|
//
|
|
// determine whether or not this is a displacement solid - i.e. one of the faces
|
|
// on this solid is displaced
|
|
//
|
|
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
|
|
if( !pDoc )
|
|
return;
|
|
|
|
bool bMaskFaces = pDoc->IsDispSolidDrawMask() && HasDisp();
|
|
|
|
//
|
|
// Determine whether we need to render in one or two passes. If we are selected,
|
|
// and rendering in flat or textured mode, we need to render using two passes.
|
|
//
|
|
int nPasses = 1;
|
|
int iStartPass = 1;
|
|
|
|
SelectionState_t eSolidSelectionState = GetSelectionState();
|
|
EditorRenderMode_t eDefaultRenderMode = pRender->GetDefaultRenderMode();
|
|
|
|
if ((eSolidSelectionState != SELECT_NONE) && (eDefaultRenderMode != RENDER_MODE_WIREFRAME))
|
|
{
|
|
nPasses = 2;
|
|
}
|
|
|
|
if ( ( eSolidSelectionState == SELECT_MODIFY ) )
|
|
{
|
|
nPasses = 2;
|
|
iStartPass = 2;
|
|
}
|
|
|
|
for (int nPass = iStartPass; nPass <= nPasses; nPass++)
|
|
{
|
|
//
|
|
// Render the second pass in wireframe.
|
|
//
|
|
if (nPass == 1)
|
|
{
|
|
pRender->PushRenderMode(RENDER_MODE_CURRENT);
|
|
}
|
|
else
|
|
{
|
|
pRender->PushRenderMode(RENDER_MODE_WIREFRAME);
|
|
}
|
|
|
|
for (int nFace = 0; nFace < GetFaceCount(); nFace++)
|
|
{
|
|
CMapFace *pFace = GetFace(nFace);
|
|
|
|
// only render displaced faces on a displaced solid when the displacement
|
|
// solid render mask is set
|
|
if( bMaskFaces && !pFace->HasDisp() )
|
|
continue;
|
|
|
|
if( pRender->IsInLightingPreview() )
|
|
{
|
|
if( nPass == 1 )
|
|
{
|
|
if( pFace->GetSelectionState() != SELECT_NONE )
|
|
{
|
|
pRender->BeginRenderHitTarget(this, nFace);
|
|
pFace->Render3D( pRender );
|
|
pRender->EndRenderHitTarget();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pFace->Render3D( pRender );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pRender->BeginRenderHitTarget(this, nFace);
|
|
pFace->Render3D( pRender );
|
|
pRender->EndRenderHitTarget();
|
|
}
|
|
}
|
|
|
|
pRender->PopRenderMode();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapSolid::HasDisp( void )
|
|
{
|
|
for( int ndxFace = 0; ndxFace < GetFaceCount(); ndxFace++ )
|
|
{
|
|
CMapFace *pFace = GetFace( ndxFace );
|
|
if( pFace->HasDisp() )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns a solid type for the given texture name.
|
|
// Input : pszTexture -
|
|
//-----------------------------------------------------------------------------
|
|
HL1_SolidType_t CMapSolid::HL1SolidTypeFromTextureName(const char *pszTexture)
|
|
{
|
|
HL1_SolidType_t eSolidType;
|
|
|
|
if (pszTexture[0] == '*')
|
|
{
|
|
if (!strncmp(pszTexture + 1, "slime", 5))
|
|
{
|
|
eSolidType = btSlime;
|
|
}
|
|
else if (!strncmp(pszTexture + 1, "lava", 4))
|
|
{
|
|
eSolidType = btLava;
|
|
}
|
|
else
|
|
{
|
|
eSolidType = btWater;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
eSolidType = btSolid;
|
|
}
|
|
|
|
return(eSolidType);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pFile -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapSolid::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo)
|
|
{
|
|
//
|
|
// Check rules before saving this object.
|
|
//
|
|
if (!pSaveInfo->ShouldSaveObject(this))
|
|
{
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
ChunkFileResult_t eResult = ChunkFile_Ok;
|
|
|
|
//
|
|
// If we are hidden, place this object inside of a hidden chunk.
|
|
//
|
|
if (!IsVisible())
|
|
{
|
|
eResult = pFile->BeginChunk("hidden");
|
|
}
|
|
|
|
//
|
|
// Begin the solid chunk.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->BeginChunk("solid");
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
//
|
|
// Save the solid's ID.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->WriteKeyValueInt("id", GetID());
|
|
}
|
|
|
|
//
|
|
// Save all the brush faces.
|
|
//
|
|
int nFaceCount = GetFaceCount();
|
|
for (int nFace = 0; nFace < nFaceCount; nFace++)
|
|
{
|
|
CMapFace *pFace = GetFace(nFace);
|
|
eResult = pFace->SaveVMF(pFile, pSaveInfo);
|
|
|
|
if (eResult != ChunkFile_Ok)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Save our base class' information within our chunk.
|
|
//
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = CMapClass::SaveVMF(pFile, pSaveInfo);
|
|
}
|
|
|
|
if (eResult == ChunkFile_Ok)
|
|
{
|
|
eResult = pFile->EndChunk();
|
|
}
|
|
}
|
|
|
|
//
|
|
// End the hidden chunk if we began it.
|
|
//
|
|
if (!IsVisible())
|
|
{
|
|
eResult = pFile->EndChunk();
|
|
}
|
|
|
|
return(eResult);
|
|
}
|
|
|
|
|
|
bool CMapSolid::ShouldAppearInLightingPreview(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool CMapSolid::ShouldAppearInRaytracedLightingPreview(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pFile -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapSolid::SaveEditorData(CChunkFile *pFile)
|
|
{
|
|
if (m_bIsCordonBrush)
|
|
{
|
|
return(pFile->WriteKeyValueBool("cordonsolid", true));
|
|
}
|
|
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets whether this brush was created by the cordon tool. Brushes that
|
|
// were created by the cordon tool are not loaded.
|
|
// Input : bSet - true to set, false to clear.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::SetCordonBrush(bool bSet)
|
|
{
|
|
m_bIsCordonBrush = bSet;
|
|
|
|
for ( int i = 0; i < GetFaceCount(); i++ )
|
|
{
|
|
CMapFace *pFace = GetFace( i );
|
|
pFace->SetCordonFace( bSet );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Subtracts one solid from another.
|
|
// Input : pSubtraction - Solid (or group of solids) to subtract with.
|
|
// pOther - Solid (or group of solids) to subtract from.
|
|
// pSubParent - Receives the results of the subtraction as children.
|
|
// Output : Returns true if the objects intersected (subtraction was performed),
|
|
// false if the objects did not intersect (no subtraction was performed).
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapSolid::Subtract(CMapObjectList *pInside, CMapObjectList *pOutside, CMapClass *pSubtractWith)
|
|
{
|
|
//
|
|
// Build a list of solids to subtract with.
|
|
//
|
|
CMapObjectList SubList;
|
|
if (pSubtractWith->IsMapClass(MAPCLASS_TYPE(CMapSolid)))
|
|
{
|
|
SubList.AddToTail(pSubtractWith);
|
|
}
|
|
|
|
EnumChildrenPos_t pos;
|
|
CMapClass *pChild = pSubtractWith->GetFirstDescendent(pos);
|
|
while (pChild != NULL)
|
|
{
|
|
CMapSolid *pSolid = dynamic_cast <CMapSolid *> (pChild);
|
|
if (pSolid != NULL)
|
|
{
|
|
SubList.AddToTail(pSolid);
|
|
}
|
|
|
|
pChild = pSubtractWith->GetNextDescendent(pos);
|
|
}
|
|
|
|
//
|
|
// For every solid that we are subtracting with...
|
|
//
|
|
bool bIntersected = false;
|
|
|
|
FOR_EACH_OBJ( SubList, p )
|
|
{
|
|
CMapSolid *pCarver = (CMapSolid *)SubList.Element(p);
|
|
|
|
//
|
|
// Subtract the 'with' solid from the 'from' solid, and place the
|
|
// results in the carve_in and carve_out lists.
|
|
//
|
|
CMapObjectList carve_in;
|
|
CMapObjectList carve_out;
|
|
|
|
CMapObjectList *pCarveIn = NULL;
|
|
CMapObjectList *pCarveOut = NULL;
|
|
|
|
if (pInside != NULL)
|
|
{
|
|
pCarveIn = &carve_in;
|
|
}
|
|
|
|
if (pOutside != NULL)
|
|
{
|
|
pCarveOut = &carve_out;
|
|
}
|
|
|
|
bIntersected |= Carve(pCarveIn, pCarveOut, pCarver);
|
|
|
|
if (pInside != NULL)
|
|
{
|
|
pInside->AddVectorToTail(carve_in);
|
|
carve_in.RemoveAll();
|
|
}
|
|
|
|
if (pOutside != NULL)
|
|
{
|
|
pOutside->AddVectorToTail(carve_out);
|
|
carve_out.RemoveAll();
|
|
}
|
|
}
|
|
|
|
return(bIntersected);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
color32 CMapSolid::GetLineColor( CRender2D *pRender )
|
|
{
|
|
//
|
|
// If the solid is not selected, determine the appropriate pen color.
|
|
//
|
|
if ( !IsSelected() )
|
|
{
|
|
//
|
|
// If this is a solid entity, use the entity pen color.
|
|
//
|
|
CMapEntity *pEntity = dynamic_cast<CMapEntity *>(GetParent());
|
|
if (pEntity != NULL)
|
|
{
|
|
GDclass *pClass = pEntity->GetClass();
|
|
if (pClass)
|
|
{
|
|
return pClass->GetColor();
|
|
}
|
|
else
|
|
{
|
|
color32 clr;
|
|
clr.r = GetRValue(Options.colors.clrEntity);
|
|
clr.g = GetGValue(Options.colors.clrEntity);
|
|
clr.b = GetBValue(Options.colors.clrEntity);
|
|
clr.a = 255;
|
|
return clr;
|
|
}
|
|
}
|
|
//
|
|
// Otherwise, use the solid color.
|
|
//
|
|
else
|
|
{
|
|
if (Options.view2d.bUsegroupcolors)
|
|
{
|
|
return GetRenderColor();
|
|
}
|
|
else
|
|
{
|
|
color32 clr;
|
|
clr.r = GetRValue(Options.colors.clrBrush);
|
|
clr.g = GetGValue(Options.colors.clrBrush);
|
|
clr.b = GetBValue(Options.colors.clrBrush);
|
|
clr.a = 255;
|
|
return clr;
|
|
}
|
|
}
|
|
}
|
|
//
|
|
// The solid is selected, use the selected pen color.
|
|
//
|
|
else
|
|
{
|
|
color32 clr;
|
|
clr.r = GetRValue(Options.colors.clrSelection);
|
|
clr.g = GetGValue(Options.colors.clrSelection);
|
|
clr.b = GetBValue(Options.colors.clrSelection);
|
|
clr.a = 255;
|
|
return clr;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pRender -
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CMapSolid::Render2D(CRender2D *pRender)
|
|
{
|
|
Vector vecMins, vecMaxs, vViewNormal;
|
|
|
|
GetRender2DBox(vecMins, vecMaxs);
|
|
|
|
|
|
pRender->GetCamera()->GetViewForward( vViewNormal );
|
|
|
|
Vector2D pt, pt2;
|
|
|
|
pRender->TransformPoint(pt, vecMins);
|
|
pRender->TransformPoint(pt2, vecMaxs);
|
|
|
|
int sizex = abs(pt2.x-pt.x)+1;
|
|
int sizey = abs(pt2.y-pt.y)+1;
|
|
|
|
color32 rgbLineColor = GetLineColor( pRender );
|
|
|
|
// check if we should draw handles & vertices
|
|
|
|
bool bIsSmall = sizex < (HANDLE_RADIUS*2) || sizey < (HANDLE_RADIUS*2);
|
|
bool bIsTiny = sizex < 2 || sizey < 2;
|
|
bool bDrawHandles = pRender->IsActiveView() && !bIsSmall && IsEditable();
|
|
bool bDrawVertices = Options.view2d.bDrawVertices && !bIsTiny;
|
|
|
|
pRender->SetDrawColor( rgbLineColor.r, rgbLineColor.g, rgbLineColor.b );
|
|
|
|
//
|
|
// Draw center handle if the solid is larger than the handle along either axis.
|
|
//
|
|
if ( bDrawHandles )
|
|
{
|
|
// draw center handle as cross
|
|
pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_CROSS );
|
|
pRender->SetHandleColor( rgbLineColor.r, rgbLineColor.g, rgbLineColor.b );
|
|
pRender->DrawHandle( (vecMins+vecMaxs)/2 );
|
|
}
|
|
|
|
if ( bDrawVertices )
|
|
{
|
|
// set handle style for upcoming vertex drawing
|
|
pRender->SetHandleStyle( 2, CRender::HANDLE_SQUARE );
|
|
pRender->SetHandleColor( GetRValue(Options.colors.clrVertex), GetGValue(Options.colors.clrVertex), GetBValue(Options.colors.clrVertex) );
|
|
}
|
|
|
|
// is solid projection is too small, draw simple line
|
|
if ( bIsTiny )
|
|
{
|
|
pRender->DrawLine( vecMins, vecMaxs );
|
|
}
|
|
else
|
|
{
|
|
int nFaces = GetFaceCount();
|
|
|
|
for ( int i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
pFace->Render2D( pRender );
|
|
}
|
|
|
|
if ( bDrawVertices )
|
|
{
|
|
bool bPop = pRender->BeginClientSpace();
|
|
|
|
for ( int i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
pFace->RenderVertices( pRender );
|
|
}
|
|
|
|
if ( bPop )
|
|
pRender->EndClientSpace();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pView -
|
|
// vecPoint -
|
|
// nHitData -
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapSolid::HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData)
|
|
{
|
|
if (!IsVisible())
|
|
return false;
|
|
|
|
//
|
|
// First check center X.
|
|
//
|
|
Vector vecCenter, vecViewPoint;
|
|
GetBoundsCenter(vecCenter);
|
|
|
|
Vector2D vecClientCenter;
|
|
pView->WorldToClient(vecClientCenter, vecCenter);
|
|
pView->GetCamera()->GetViewPoint( vecViewPoint );
|
|
|
|
HitData.pObject = this;
|
|
HitData.nDepth = vecViewPoint[pView->axThird]-vecCenter[pView->axThird];
|
|
HitData.uData = 0;
|
|
|
|
if (pView->CheckDistance(point, vecClientCenter, HANDLE_RADIUS))
|
|
{
|
|
return true;
|
|
}
|
|
else if (!Options.view2d.bSelectbyhandles || !IsEditable() )
|
|
{
|
|
//
|
|
// See if any edges are within certain distance from the the point.
|
|
//
|
|
int iSelUnits = 2;
|
|
int x1 = point.x - iSelUnits;
|
|
int x2 = point.x + iSelUnits;
|
|
int y1 = point.y - iSelUnits;
|
|
int y2 = point.y + iSelUnits;
|
|
|
|
int nFaces = GetFaceCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
int nPoints = pFace->nPoints;
|
|
if (nPoints > 0)
|
|
{
|
|
Vector *pPoints = pFace->Points;
|
|
|
|
Vector2D vec1;
|
|
pView->WorldToClient(vec1, pPoints[0]);
|
|
|
|
for (int j = 1; j < nPoints; j++)
|
|
{
|
|
Vector2D vec2;
|
|
pView->WorldToClient(vec2, pPoints[j]);
|
|
|
|
if (IsLineInside(vec1, vec2, x1, y1, x2, y2))
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
vec1 = vec2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
HitData.pObject = NULL;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CMapSolid::SaveDXF(ExportDXFInfo_s *pInfo)
|
|
{
|
|
if (pInfo->bVisOnly)
|
|
{
|
|
if (!IsVisible())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
CSSolid *pStrucSolid = new CSSolid;
|
|
pStrucSolid->Attach(this);
|
|
pStrucSolid->Convert( true, true );
|
|
pStrucSolid->SerializeDXF(pInfo->fp, pInfo->nObject++);
|
|
delete pStrucSolid;
|
|
|
|
// Serialize displacements
|
|
for (int i = 0; i < GetFaceCount(); ++i)
|
|
{
|
|
CMapFace *pMapFace = GetFace( i );
|
|
if (pMapFace->HasDisp())
|
|
{
|
|
EditDispHandle_t hDisp = pMapFace->GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( hDisp );
|
|
if (!pDisp->SaveDXF( pInfo ))
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called any time this object is modified by Undo or Redo.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapSolid::OnUndoRedo()
|
|
{
|
|
int nFaces = GetFaceCount();
|
|
for (int i = 0; i < nFaces; i++)
|
|
{
|
|
CMapFace *pFace = GetFace(i);
|
|
pFace->OnUndoRedo();
|
|
}
|
|
}
|
|
|