Descent3/editor/rotateroom.cpp

372 lines
9.1 KiB
C++
Raw Normal View History

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/rotateroom.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
*
* $Log: not supported by cvs2svn $
*
* 7 9/01/98 12:04p Matt
* Ripped out multi-face portal code
*
* 6 4/08/98 12:10p Jason
* fixed bug where portal faces would get splintered
*
* 5 12/23/97 1:33p Samir
* Added pserror.h
*
* 4 8/01/97 12:50p Jason
* added code to support scaling of rooms/faces/edges
*
* 3 7/31/97 4:37p Jason
* rotate room now triangulates non-planar faces
*
* 2 7/31/97 3:31p Jason
* added functions to rotate portal rooms
*
* 1 7/31/97 10:35a Jason
* file for rotating rooms
*
* $NoKeywords: $
*/
#include "RotateRoom.h"
#include "d3edit.h"
#include "selectedroom.h"
#include "erooms.h"
#include "pserror.h"
void RotateRooms(angle p,angle h,angle b)
{
int checkfaces[MAX_FACES_PER_ROOM];
int checkcount=0;
matrix rotmat,roommat;
vector rotpoint,portal_normal;
int t,v,i,k;
int marked_portalnum=-1;
int cur_portalnum=-1;
if (Curroomp==Markedroomp || Markedroomp==NULL)
{
OutrageMessageBox ("You do not have a valid room marked.");
return;
}
for (i=0;i<Markedroomp->num_portals;i++)
{
if (Markedroomp->portals[i].croom==(Curroomp-Rooms))
{
marked_portalnum=i;
break;
}
}
if (marked_portalnum==-1)
{
OutrageMessageBox ("The marked room is not connected to the current room!");
return;
}
for (i=0;i<Curroomp->num_portals;i++)
{
if (Curroomp->portals[i].croom==(Markedroomp-Rooms))
{
cur_portalnum=i;
break;
}
}
if (cur_portalnum==-1)
{
OutrageMessageBox ("The marked room is not connected to the current room!");
return;
}
//Save the list so we can use it
SaveRoomSelectedList();
Curroomp->portals[cur_portalnum].croom=-1; //detach base
SelectConnectedRooms(Curroomp-Rooms);
Curroomp->portals[cur_portalnum].croom=Markedroomp-Rooms;
//Make sure valid rooms are selected
if (IsRoomSelected(Markedroomp-Rooms))
{
RestoreRoomSelectedList();
OutrageMessageBox("Cannot rotate: rooms connect back to base room.");
return;
}
//Compute point & matrix for rotation
ComputePortalCenter(&rotpoint,Curroomp,cur_portalnum);
vm_AnglesToMatrix(&rotmat,p,h,b); //get desired rotation
face *fp = &Curroomp->faces[Curroomp->portals[cur_portalnum].portal_face];
ComputeNormal(&portal_normal,fp->num_verts,fp->face_verts,Curroomp->verts);
portal_normal*=-1.0; //reverse it!
vm_VectorToMatrix(&roommat,&portal_normal,NULL,NULL);
rotmat = roommat * ~rotmat * ~roommat; //get rotation relative to start room
//Now rotate all the points
for (i=0;i<N_selected_rooms;i++)
{
room *rp=&Rooms[Selected_rooms[i]];
for (v=0;v<rp->num_verts;v++)
{
if (rp==Curroomp)
{
face *fp = &Curroomp->faces[Curroomp->portals[cur_portalnum].portal_face];
for (t=0;t<fp->num_verts;t++)
if (v == fp->face_verts[t])
goto Skipit;
}
rp->verts[v]=((rp->verts[v] - rotpoint) * rotmat) + rotpoint;
Skipit:;
}
// Rotate all the normals
for (t=0;t<rp->num_faces;t++)
rp->faces[t].normal=rp->faces[t].normal*rotmat;
}
//Now I guess we're done
RestoreRoomSelectedList();
// Go through face list and build a list of faces that touch the vertices
// that make up the portal we're modifying...
fp = &Curroomp->faces[Curroomp->portals[cur_portalnum].portal_face];
for (i=0;i<fp->num_verts;i++)
{
int checkvert=fp->face_verts[i];
for (t=0;t<Curroomp->num_faces;t++)
{
face *fp=&Curroomp->faces[t];
for (int l=0;l<Curroomp->num_portals;l++)
if (Curroomp->portals[l].portal_face==t)
goto skipface;
for (v=0;v<fp->num_verts;v++)
{
if (fp->face_verts[v]==checkvert)
{
for (k=0;k<checkcount;k++)
{
if (checkfaces[k]==t)
break;
}
if (k==checkcount)
{
checkfaces[checkcount]=t;
checkcount++;
}
}
}
skipface:;
}
}
// Now fix them!
if (checkcount>0)
FixConcaveFaces (Curroomp,checkfaces,checkcount);
//If the rotated seg is floating, recompute uvs for connected seg
//CalcFloatUVs(&Segments[baseseg],baseside);
//Set flags
World_changed = 1;
return;
}
/*
//Move a floating segment (and all the segments attached to it)
//Parameters: dx,dy - how much to move the segment, releative to its right & up vectors
void MoveFloatSegment(float dx,float dy)
{
2024-05-24 03:07:26 +00:00
uint8_t selected_vert[MAX_VERTICES];
matrix segmat;
vector deltav;
int baseseg,baseside;
int s,v,i;
segment *segp;
if (! (Cursegp->sides[Curside].flags & SDF_FLOATING)) {
OutrageMessageBox("Curseg/Curside must be floating for this operation.");
return;
}
//Save the list so we can use it
SaveSelectedList();
//Select all segments for rotation
baseseg = Cursegp->children[Curside];
Cursegp->children[Curside] = -1; //detach base
SelectConnectedSegs(Cursegp-Segments);
Cursegp->children[Curside] = baseseg; //re-attach base
baseside = FindConnectSide(Cursegp,&Segments[baseseg]);
//Make sure valid segments are selected
if (IsSelected(baseseg)) {
RestoreSelectedList();
OutrageMessageBox("Cannot rotate: segments connect back to base segment.");
return;
}
//Flag vertices to rotate
for (v=0;v<MAX_VERTICES;v++)
selected_vert[v] = 0;
for (i=0;i<N_selected_segs;i++) {
segp = &Segments[Selected_segs[i]];
for (v=0;v<VPS;v++)
selected_vert[segp->verts[v]] = 1;
}
//Check and fix any selected verts used by non-selected segments
for (s=0,segp=Segments;s<=Highest_segment_index;s++,segp)
if (! segp->flags & SF_UNUSED_SEGMENT) {
for (v=0;v<VPS;v++) {
int vertnum = segp->verts[v];
if (selected_vert[vertnum]) { //shared vert!
int new_vertnum;
new_vertnum = AddDuplicateVertex(&Vertices[segp->verts[v]]);
selected_vert[vertnum] = 0; //old is not in list
selected_vert[new_vertnum] = 1; //new is in list
//Go through selected list, & remap verts
for (i=0;i<N_selected_segs;i++) {
segment *segp = &Segments[Selected_segs[i]];
for (v=0;v<VPS;v++)
if (segp->verts[v] == vertnum)
segp->verts[v] = new_vertnum;
}
}
}
}
//Compute the delta vector
ExtractMatrixFromSeg(Cursegp,Side_opposite[Curside],&segmat);
deltav = segmat.uvec * dy + segmat.rvec * dx;
//Now translate all the points
for (v=0;v<MAX_VERTICES;v++)
if (selected_vert[v])
Vertices[v] += deltav;
//Now move all the objects in the segments
for (s=0;s<N_selected_segs;s++) {
int o;
for (o=Segments[Selected_segs[s]].objects;o!=-1;o=Objects[o].next)
Objects[o].pos += deltav;
}
//Now I guess we're done
RestoreSelectedList();
//Fix up modified segment
ValidateSegment(Cursegp);
//Warn user if segment broken
WarnIfConcaveSegment(Cursegp);
//If the rotated seg is floating, recompute uvs for connected seg
CalcFloatUVs(&Segments[baseseg],baseside);
//Set flags
World_changed = 1;
return;
}
// Rotates a segment
// segment must have 1 and only 1 connection for this to work.
int RotateSegment(segment *seg, angle p, angle h, angle b)
{
vector rotpoint;
matrix segmat;
matrix rotmat;
int v, s, count, attside, rotside;
int o,side;
// Find side of attachment and side to be rotated.
count = 0;
for (s=0; s<SIDES_PER_SEGMENT; s++)
if (IS_CHILD(seg->children[s])) {
count++;
attside = s;
}
// rotside = 0;
// while ((destseg->children[destside] != seg-Segments) && (destside < MAX_SIDES_PER_SEGMENT))
// destside++;
rotside = Side_opposite[attside];
// Return if passed in segment is connected to other than 1 segment.
if (count != 1) return 1;
vm_AnglesToMatrix(&rotmat, p,h,b);
ComputeCenterPointOnSide(&rotpoint,seg,attside);
ExtractMatrixFromSeg(seg,rotside,&segmat); //get this segment's orientation
rotmat = segmat * ~rotmat * ~segmat; //get rotation relative to start segment
// remap free vertices to the new orientation
for (v = 0; v < 4; v++)
{
Vertices[seg->verts[Side_to_verts[rotside][v]]] =
((Vertices[seg->verts[Side_to_verts[rotside][v]]] - rotpoint) * rotmat) + rotpoint;
}
// Now rotate the surface normals and the objects in the segments
for (o=seg->objects;o!=-1;o=Objects[o].next)
Objects[o].pos = ((Objects[o].pos - rotpoint) * rotmat) + rotpoint;
for (side=0;side<SPS;side++)
{
seg->sides[side].normals[0] = seg->sides[side].normals[0] * rotmat;
seg->sides[side].normals[1] = seg->sides[side].normals[1] * rotmat;
}
// Fix up modified segment
ValidateSegment(seg);
// Warn user if segment broken
WarnIfConcaveSegment(seg);
// Set flags
World_changed = 1;
return 0;
}
*/