Descent3/legacy/editor/HRoom.cpp

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/*
* 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/HRoom.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
* Code to implement room functions
*
* $Log: not supported by cvs2svn $
*
* 106 9/15/99 1:56p Matt
* Added the option to allow rooms or groups placed on the terrain to
* either align with the terrain or with gravity.
*
* 105 9/07/99 12:10p Matt
* Added a function to propagate a texture to all adjacent coplanar faces
* in a room.
*
* 104 8/30/99 1:00p Gwar
* use the "true" center of faces for determining attach points in room
* connecting functions
*
* 103 8/19/99 6:57p Gwar
* call ned_FindSharedEdge in CombineFaces to see if we can't combine
* because of a flipped normal
*
* 102 8/17/99 7:11p Gwar
*
* 101 8/17/99 12:08p Gwar
* don't set World_changed in functions that can be called from palette
* rooms
*
* 100 8/12/99 12:08a Gwar
* NEWEDITOR: texture, door and object memory management; and call SetPrim
* when changing Curroomp, which now force unmarks everything in current
* room view
*
* 99 7/04/99 4:55p Gwar
* changes for texture management in NEWEDITOR
*
* 98 5/08/99 6:39p Matt
* Added a function to delete a face and all faces connected to it.
*
* 97 5/04/99 12:32p Matt
* Fixed stupid bug and stupider bug.
*
* 96 4/30/99 6:52p Matt
* Added a function to merge an object's geometry into a room.
*
* 95 4/28/99 12:51a Matt
* Added some funtions to edit face geometry.
*
* 94 4/25/99 2:38p Gwar
* brought in HRoom.cpp and RoomUVs.cpp, and several misc game functions
* were added to globals.cpp to make it possible
*
* 93 4/19/99 12:10a Matt
* Added a menu item to delete a vertex from a face.
*
* 92 4/18/99 11:26p Matt
* Restored point-to-plane check to FixCracks(). This check is necessary
* because the point-to-edge check assumes that the points are all in the
* same plane, and will not work if they are not.
*
* 91 4/07/99 4:39p Matt
* In link to new external room, copy the textures from the old faces to
* the new faces.
*
* 90 4/07/99 1:50p Matt
* Took point-in-plane check out of fix level cracks, because it prevented
* tjoints from being fixed for some non-planar faces.
*
* 89 4/06/99 3:48p Matt
* Allow combining of rooms with rendered portals.
*
* 88 4/06/99 10:23a Matt
*
* 87 4/01/99 2:55p Matt
* Fixed triangulate face code to deal with colinear points
*
* 86 4/01/99 1:25p Matt
* Fixed bug in MatchPortalFaces when checking for match and a colinear
* point was found.
*
* 85 3/31/99 12:58p Matt
* Added snap-point-to-face
*
* 84 3/30/99 8:03p Matt
* Deleted commented-out code
*
* 83 3/30/99 8:01p Matt
* Took out normals-are-same check when combining adjacent faces. It was
* the wrong way to check the faces (the right way (in the D3 editor, that
* is) is to check for point in the plane) and we were only using it as a
* first-pass check anyway.
*
* 82 3/30/99 6:25p Matt
* Use new error system for combine faces function.
*
* 81 3/29/99 6:46p Matt
* When combining faces, use FaceIsPlanar() so the face will pass mine
* verification.
*
* 80 3/27/99 5:01p Matt
* Fixed stupid bug in build bridge code, that assigned UVs to all faces
* instead of one face, causing an Int3 sometimes for faces that hadn't
* yet had normals computed.
*
* 79 3/27/99 4:45p Matt
* Fixed a surprising fundamental flaw in the polygon clip code.
*
* 78 3/23/99 5:12p Matt
* Added function to combine rooms.
*
* 77 2/27/99 3:47p Mark
* Place room on terrain was improperly clearing out the placed door.
* (MattT on Mark's machine)
*
* 76 1/29/99 12:48p Matt
* Rewrote the doorway system
*
* 75 1/21/99 11:34a Matt
* Got rid of portal triggers. Since we don't have multi-face portals, a
* face trigger works fine for a portal. Also fixed a few editor/trigger
* bugs.
*
* 74 12/23/98 6:32p Matt
* Changed, slightly, the process of creating a new face
*
* 73 12/23/98 10:53a Matt
* Added functions to create a face
*
* 72 10/07/98 12:48p Matt
* Added some extra error checking to prevent doubly-formed portals.
*
* 71 10/03/98 8:31p Matt
* Added Join Rooms Exact function.
*
* 70 9/25/98 5:25p Matt
* Don't try to fix cracks in unused rooms.
*
* 69 9/24/98 5:00p Matt
* Improved error checking for running out of rooms.
*
* 68 9/16/98 10:02a Matt
* Fixed serval bugs, in JoinAllOverlappingFaces() and MatchPortalFaces().
*
* 67 9/11/98 4:46p Matt
* Don't allow combining of portal faces, pending code to do the combine
* correctly.
*
* 66 9/10/98 6:38p Matt
* Deal with error joining faces after smooth bridge.
*
* 65 9/09/98 4:07p Matt
* Added Smooth Bridge function
*
* 64 9/08/98 3:25p Matt
* Changed an error message.
*
* 63 9/08/98 12:05p Jason
* moved doorway.h out of room.h
*
* 62 9/07/98 10:58p Matt
* Added snap point to point.
*
* 61 9/07/98 8:14p Matt
* Don't delete colinear points (& thus form t-joints) when combining
* faces, and deal properly with combining faces that share multiple
* edges.
*
* 60 9/04/98 3:34p Matt
* Added groovy vertex snap code
*
* 59 9/04/98 12:29p Matt
* Added marked edge & vertex in the editor
*
* 58 9/04/98 11:34a Matt
* Fixed small bug in portal matching code, that caused one point on the
* portals not to be set exactly the same.
*
* 57 9/03/98 5:29p Matt
* Added code to fix cracks in levels.
*
* 56 9/02/98 5:57p Matt
* Added code to make faces match exactly when forming a portal. This
* should get rid of all remaining cracking problems.
*
* 55 9/02/98 4:07p Matt
* Fixed one kind of cracking: after clip, make sure old points that
* more-or-less line up are exactly the same.
*
* 54 9/02/98 2:29p Matt
* Added code to prevent t-joints from being formed when joining rooms
*
* 53 9/01/98 12:04p Matt
* Ripped out multi-face portal code
*
* 52 8/28/98 6:21p Matt
* Added a function to flip a face.
*
* 51 8/24/98 3:02p Matt
* Gave the user the option, when joining rooms, of extruding straight out
* or toward the center of the base face.
*
* 50 7/01/98 7:53p Matt
* Added code to allow forcing of join even when the two rooms stick
* through each other.
*
* 49 6/25/98 7:15p Matt
* Added a function to delete a pair of portals.
*
* 48 6/23/98 2:45p Matt
* Added option when propagating to all faces in a room to only do so to
* ones with the same texture.
*
* 47 6/08/98 12:28p Matt
* Added a function to triangulate a face
*
* 46 5/22/98 4:47p Matt
* Added menu item to propagate a texture to all the faces in a room.
*
* 45 4/27/98 6:41p Matt
* Added code to join all adjacent faces between two rooms
*
* 44 4/17/98 6:25p Matt
* In CheckFaceToPlane(), store the distance in a variable so it can be
* looked at in the debugger.
*
* 43 4/17/98 6:23p Matt
* Added code to make sure that the two faces of a portal have the same
* number of vertices, but commented it out for now. See the note in the
* code.
*
* 42 4/16/98 11:50a Matt
* Made snap code work for placed groups.
*
* 41 4/07/98 4:19p Matt
* Fixed (I hope) a problem joining faces that matched perfectly.
*
* 40 4/02/98 12:23p Jason
* trimmed some fat from our structures
*
* 39 4/01/98 5:55p Matt
* Partially re-wrote JoinRooms() to allow creation of adjacent portals.
*
* 38 2/18/98 2:26a Matt
* Fixed typo
*
* 37 2/16/98 2:53p Matt
* Deal with small floating-point precision problem.
*
* 36 2/16/98 1:27p Matt
* Added function to snap the placed room to a vertex/edge on the base
* room/face
*
* 35 2/11/98 12:38p Matt
* Added epsilon to point-to-plane check
*
* 34 2/08/98 6:02p Matt
* Use groovy new vm_MatrixMulTMatrix() function
*
* 33 2/04/98 6:23p Matt
* Changed object room number to indicate a terrain cell via a flag. Got
* rid of the object flag which used to indicate terrain.
*
* 32 1/30/98 1:27p Matt
* Orthogonalize after computing rotation matrix for placed rooms (fixed
* probem of bad matrix making rooms bigger).
*
* 31 1/21/98 12:40p Matt
* When attaching a room to the ground, delete the room's attach face
*
* 30 1/21/98 12:32p Matt
* Revamped viewer system
*
* 29 1/20/98 4:43p Matt
* Fixed up the bridge and join functions
*
* 28 1/15/98 7:34p Matt
* Revamped error checking when computing face normals
*
* 27 11/17/97 7:39p Sean
* Changed join epsilon, and took out a return from a bogus error message
* (Matt on Sean's machine)
*
* 26 11/06/97 6:47p Sean
* FROM JASON: Changed <Highest_room_index to <=
*
* 25 11/05/97 7:13p Matt
* Added join rooms function
*
* 24 10/03/97 3:38p Matt
* Added place and attach code for rooms on the terrain
*
* 23 10/01/97 7:51p Matt
* Added code for external rooms
*
* 22 9/29/97 12:09p Jason
* added functionality to doorway system
*
* 21 9/26/97 6:01p Matt
* Fixed delete room code so that Curroomp is never NULL
*
* 20 9/24/97 3:22p Matt
* Added Drop Room function
*
* 19 9/15/97 5:56p Matt
* Changed message (& fixed handling) when user tries to delete a room
* attached to the terrain.
*
* 18 9/12/97 9:01p Craig
* Fixed orientation of door object (Matt on Craig's machine)
*
* 17 9/12/97 5:38p Jason
* got doors working
*
* 16 9/11/97 5:38p Jason
* initial door coding for room engine
*
* 15 9/06/97 3:18p Matt
* Use LinkRoomsSimple() when adding, attaching, & bridging
* Reset Curportal when switch rooms
*
* 14 9/04/97 4:39p Matt
* Added includes needed as a result of removing includes from d3edit.h
*
* 13 9/02/97 2:26p Matt
* Made ComputePlacedRoomMatrix() deal w/ placed rooms or groups
* Made polygon clipper deal with points on the the edge of the clip
* polygon
*
* 12 8/29/97 5:43p Matt
* Moved some funcs to erooms.cpp, and fixed some stuff for selected rooms
*
* 11 8/27/97 10:30a Matt
* Fixed bogosity assigning UVs to faces in add room
*
* 10 8/22/97 9:30a Matt
* When adding a room, make the new room the current room, and make the
* face opposite the connection the current one. That way you can add
* several times in a row to create a long tunnel.
*
* 9 8/21/97 6:01p Matt
* Added combine faces & delete room functions
*
* 8 8/19/97 1:01p Matt
* Added error check for facing not overlapping when attaching rooms
*
* 7 8/18/97 6:59p Matt
* Implemented Place Room/Attach room system
*
* 6 8/05/97 10:47a Matt
* Added some error checking, and fixed a bug
*
* 5 8/04/97 7:38p Matt
* Don't add a room if there's already a room at the face
*
* 4 8/04/97 12:46p Matt
* Added BuildBridge() and SetMarkedRoom()
*
*
* 3 8/01/97 6:15p Matt
* Added code to attach rooms
*
* 2 7/22/97 10:33a Matt
* Added AddRoom()
*
* 1 7/21/97 4:48p Matt
*
* $NoKeywords: $
*/
#include <stdlib.h>
#include "HRoom.h"
#ifndef NEWEDITOR
#include "d3edit.h"
#else
#include "..\neweditor\globals.h"
#include "..\neweditor\ned_geometry.h"
#endif
#include "erooms.h"
#include "RoomUVs.h"
#include "HView.h"
#include "SelectedRoom.h"
#include "group.h"
#include "door.h"
#include "doorway.h"
#include "terrain.h"
#include "HTexture.h"
#include "trigger.h"
//Make the Marked room/face the current room/face
void SetMarkedRoom()
{
Markedroomp = Curroomp;
Markedface = Curface;
Markededge = Curedge;
Markedvert = Curvert;
State_changed = 1;
EditorStatus("Marked room:face set to %d:%d",ROOMNUM(Markedroomp),Markedface);
}
// Select next face on current room
void SelectNextFace()
{
if (++Curface >= Curroomp->num_faces)
Curface = 0;
State_changed = 1;
}
// Select previous face on current room
void SelectPrevFace()
{
if (--Curface < 0)
Curface = Curroomp->num_faces-1;
State_changed = 1;
}
#define DEFAULT_ROOM_LENGTH 20.0
// Adds a room at the current room/face. The room is created by extuding out from the current face
void AddRoom()
{
room *rp;
face *cfp;
int cnv,nfaces;
vector room_delta;
int i;
//Get values from current room & face
cfp = &Curroomp->faces[Curface]; //pointer to current face
cnv = cfp->num_verts; //number of verts in current face
//Check for portal already here
if (cfp->portal_num != -1) {
OutrageMessageBox("Can't add room: There is already a connection at the current room:face.");
return;
}
//Get values for new room
nfaces = cnv + 2;
//Get a pointer to our room
rp = CreateNewRoom(cnv*2,nfaces,0);
if (rp == NULL) {
OutrageMessageBox("Cannot add room: No free rooms.");
return;
}
//Compute delta vector
room_delta = cfp->normal * -DEFAULT_ROOM_LENGTH;
//Set the vertices for the room
for (i=0;i<cnv;i++) {
rp->verts[i] = Curroomp->verts[cfp->face_verts[cnv-1-i]];
rp->verts[cnv+i] = rp->verts[i] + room_delta;
}
//Set the faces for the room
InitRoomFace(&rp->faces[0],cnv);
for (i=0;i<cnv;i++)
rp->faces[0].face_verts[i] = i;
InitRoomFace(&rp->faces[1],cnv);
for (i=0;i<cnv;i++)
rp->faces[1].face_verts[i] = cnv*2-1-i;
for (i=0;i<nfaces-2;i++) {
InitRoomFace(&rp->faces[i+2],4);
rp->faces[i+2].face_verts[0] = i;
rp->faces[i+2].face_verts[1] = i+cnv;
rp->faces[i+2].face_verts[2] = ((i+1)%cnv)+cnv;
rp->faces[i+2].face_verts[3] = (i+1)%cnv;
}
#ifndef NEWEDITOR
//Set normals & textures for each face
for (i=0;i<nfaces;i++) {
if (! ComputeFaceNormal(rp,i))
Int3(); //Bad! Get Matt!
//Assign arbitrary texture map
rp->faces[i].tmap = i+1;
}
#else
int texnum = Editor_state.GetCurrentTexture();
//Set normals & textures for each face
for (i=0;i<nfaces;i++) {
if (! ComputeFaceNormal(rp,i))
Int3(); //Bad! Get Matt!
// Apply texture
HTextureApplyToRoomFace(rp,i,texnum);
}
#endif
//Set UVs for all the faces
AssignDefaultUVsToRoom(rp);
//Form the portals between the rooms
LinkRoomsSimple(Rooms,ROOMNUM(Curroomp),Curface,ROOMNUM(rp),0);
//Make the new room the current room
#ifndef NEWEDITOR
Curroomp = rp;
Curface = 1;
Curedge = Curvert = 0;
Curportal = -1;
#else
theApp.m_pLevelWnd->SetPrim(rp,1,-1,0,0);
#endif
//Set the flag
World_changed = 1;
}
//Computes the orientation matrix for the placed room
void ComputePlacedRoomMatrix()
{
room *placedroomp;
int placedface;
matrix srcmat;
vector t;
if (Placed_room != -1) {
placedroomp = &Rooms[Placed_room];
placedface = Placed_room_face;
}
else {
ASSERT(Placed_group != NULL);
placedroomp = &Placed_group->rooms[Placed_group->attachroom];
placedface = Placed_group->attachface;
}
//Compute source and destination matrices
t = -placedroomp->faces[placedface].normal;
vm_VectorToMatrix(&srcmat,&t,NULL,NULL);
vm_VectorAngleToMatrix(&Placed_room_orient,&Placed_room_orient.fvec,Placed_room_angle);
2024-05-24 15:46:07 +00:00
mprintf(0,"srcmat: %f %f %f\n",vm_GetMagnitude(&srcmat.fvec),vm_GetMagnitude(&srcmat.rvec),vm_GetMagnitude(&srcmat.uvec));
mprintf(0,"orient: %f %f %f\n",vm_GetMagnitude(&Placed_room_orient.fvec),vm_GetMagnitude(&Placed_room_orient.rvec),vm_GetMagnitude(&Placed_room_orient.uvec));
//Make sure the matrices are ok
vm_Orthogonalize(&srcmat);
vm_Orthogonalize(&Placed_room_orient);
//Compute matrix to rotate src -> dest
vm_MatrixMulTMatrix(&Placed_room_rotmat,&srcmat,&Placed_room_orient);
2024-05-24 15:46:07 +00:00
mprintf(0,"rotmat: %f %f %f\n",vm_GetMagnitude(&Placed_room_rotmat.fvec),vm_GetMagnitude(&Placed_room_rotmat.rvec),vm_GetMagnitude(&Placed_room_rotmat.uvec));
//Make sure the matrix is ok
vm_Orthogonalize(&Placed_room_rotmat);
}
//Place a room for orientation before attachment
//Parameters: baseroomp - pointer to the room in the mine to which the new room will be attached
// baseface - the face on baseroomp to attach to
// placed_room - the number of the room to be attached
// placed_room_face the face on placed_room that's attached
void PlaceRoom(room *baseroomp,int baseface,int placed_room,int placed_room_face,int placed_room_door)
{
//Clear the placed group if one exists
Placed_group = NULL;
ASSERT(baseroomp->faces[baseface].portal_num == -1);
room *placedroomp = &Rooms[placed_room];
//Set globals
Placed_room = placed_room;
Placed_room_face = placed_room_face;
Placed_room_orient.fvec = baseroomp->faces[baseface].normal;
Placed_room_angle = 0;
Placed_baseroomp = baseroomp;
Placed_baseface = baseface;
Placed_door = placed_room_door;
//Compute attach points on each face
#ifndef NEWEDITOR
ComputeCenterPointOnFace(&Placed_room_attachpoint,baseroomp,baseface);
ComputeCenterPointOnFace(&Placed_room_origin,placedroomp,placed_room_face);
#else
ComputeFaceBoundingCircle(&Placed_room_attachpoint,baseroomp,baseface);
ComputeFaceBoundingCircle(&Placed_room_origin,placedroomp,placed_room_face);
#endif
//Compute initial orientation matrix
ComputePlacedRoomMatrix();
//Set the flag
State_changed = 1;
}
//Lined up a placed room. Moves the placed room so the closest vert to basevert lines up exactly,
//and the edge from basevert to basevert+1 lines up with the corresponding edge on the placed room.
void SnapRoom(int basevert)
{
vector basecenter,attcenter;
room *baseroomp,*attroomp;
face *bfp,*afp;
vector *bvp;
int baseface,attface;
vector baseedge, attedge;
//Get values for the attach room
if (Placed_room != -1) {
attroomp = &Rooms[Placed_room];
attface = Placed_room_face;
}
else {
ASSERT(Placed_group != NULL);
attroomp = &Placed_group->rooms[Placed_group->attachroom];
attface = Placed_group->attachface;
}
//Set some vars
baseroomp = Placed_baseroomp;
baseface = Placed_baseface;
attcenter = Placed_room_origin;
basecenter = Placed_room_attachpoint;
bfp = &baseroomp->faces[baseface];
afp = &attroomp->faces[attface];
bvp = &baseroomp->verts[bfp->face_verts[basevert]];
//Find matching vert in attach face
float closest_dist = FLT_MAX;
int closest_v;
for (int v=0;v<afp->num_verts;v++) {
vector rotvert;
float dist;
rotvert = ((attroomp->verts[afp->face_verts[v]] - attcenter) * Placed_room_rotmat) + basecenter;
dist = vm_VectorDistance(bvp,&rotvert);
if (dist < closest_dist) {
closest_dist = dist;
closest_v = v;
}
}
//Compute edge vector in base room
vm_GetNormalizedDir(&baseedge,&baseroomp->verts[bfp->face_verts[(basevert+1)%bfp->num_verts]],bvp);
//Compute edge vector in attach room
vector v0 = ((attroomp->verts[afp->face_verts[closest_v]] - attcenter) * Placed_room_rotmat) + basecenter;
vector v1 = ((attroomp->verts[afp->face_verts[(closest_v+afp->num_verts-1)%afp->num_verts]] - attcenter) * Placed_room_rotmat) + basecenter;
vm_GetNormalizedDir(&attedge,&v1,&v0);
//Get angle between two edge vectors
double dot = baseedge * attedge;
if (dot > 1.0)
dot = 1.0;
double ac = acos(dot);
float delta_ang = 32768.0 * ac / PI;
//Get sign of angle
vector checkv;
vm_CrossProduct(&checkv,&baseedge,&attedge);
if ((bfp->normal * checkv) > 0)
delta_ang = -delta_ang;
//Update placed room angle
Placed_room_angle += delta_ang;
while (Placed_room_angle < 0)
Placed_room_angle += 65536;
//Regenerate matrix
ComputePlacedRoomMatrix();
//Move the room to line up the points
v0 = ((attroomp->verts[afp->face_verts[closest_v]] - attcenter) * Placed_room_rotmat) + basecenter;
Placed_room_attachpoint += *bvp - v0;
//Update view
State_changed = 1;
}
//Attach an already-placed room
void AttachRoom()
{
vector basecenter,attcenter;
room *baseroomp,*attroomp,*newroomp;
int baseface,attface;
ASSERT(Placed_room != -1);
//Set some vars
baseroomp = Placed_baseroomp;
baseface = Placed_baseface;
attroomp = &Rooms[Placed_room];
attface = Placed_room_face;
attcenter = Placed_room_origin;
basecenter = Placed_room_attachpoint;
//Get the new room
newroomp = CreateNewRoom(attroomp->num_verts,attroomp->num_faces,0);
if (newroomp == NULL) {
OutrageMessageBox("Cannot attach room: No free rooms.");
return;
}
//Rotate verts, copying into new room
for (int i=0;i<attroomp->num_verts;i++)
newroomp->verts[i] = ((attroomp->verts[i] - attcenter) * Placed_room_rotmat) + basecenter;
//Copy faces to new room
for (i=0;i<attroomp->num_faces;i++)
{
CopyFace(&newroomp->faces[i],&attroomp->faces[i]);
#ifdef NEWEDITOR
LevelTexIncrementTexture(attroomp->faces[i].tmap);
#endif
}
//Recompute normals for the faces
if (! ResetRoomFaceNormals(newroomp))
Int3(); //Get Matt
//Copy other values for this room
newroomp->flags = attroomp->flags;
newroomp->num_portals = 0;
//Check for terrain or mine room
if (baseroomp == NULL) { //a terrain room
//Flag this as an external room
newroomp->flags |= RF_EXTERNAL;
//Delete the attach face, which should now be facing the ground
DeleteRoomFace(newroomp,attface);
}
else { //a mine room
//Clip the connecting faces against each other
if (! ClipFacePair(newroomp,attface,baseroomp,baseface)) {
OutrageMessageBox("Error making portal -- faces probably don't overlap.");
FreeRoom(newroomp);
return;
}
//Make the two faces match exactly
MatchPortalFaces(baseroomp,baseface,newroomp,attface);
//Create the portals between the rooms
LinkRoomsSimple(Rooms,ROOMNUM(baseroomp),baseface,ROOMNUM(newroomp),attface);
// If there is a door, place it!
if (Placed_door!=-1)
{
vector room_center;
matrix orient = ~Placed_room_rotmat;
vector doorcenter={0,0,0};
FreeRoom (&Rooms[Placed_room]);
room_center=((doorcenter - attcenter) * Placed_room_rotmat) + basecenter;
ObjCreate(OBJ_DOOR, Placed_door, newroomp-Rooms, &room_center, &orient);
doorway *dp = DoorwayAdd(newroomp,Placed_door);
#ifdef NEWEDITOR
LevelDoorIncrementDoorway(Placed_door);
#endif
Placed_door=-1;
}
}
//Un-place the now-attached room
Placed_room = -1;
//Flag the world as changed
World_changed = 1;
}
//structure for keeping track of vertices inserted in edges (from clipping)
struct edge_insert {
int v0,v1; //the edge that got the new vert
int new_v; //the new vertex
};
//List of vertices inserted in edges. Used only during clipping.
edge_insert Edge_inserts[MAX_VERTS_PER_FACE];
int Num_edge_inserts;
//Add an insert to the edge list
void AddEdgeInsert(int v0,int v1,int new_v)
{
Edge_inserts[Num_edge_inserts].v0 = v0;
Edge_inserts[Num_edge_inserts].v1 = v1;
Edge_inserts[Num_edge_inserts].new_v = new_v;
Num_edge_inserts++;
}
//Clip a polygon against one edge of another polygon
//Fills inbuf and maybe outbuf with new polygons, and writes any new verts to the vertices array
//Parameters: nv - the number of verts in the polygon to be clipped
// vertnums - pointer to list of vertex numbers in the polygon
// vertices - list of vertices referred to in vertnums
// v0,v1 - the edge we're clipping against
// normal - the surface normal of the polygon
// inbuf - the clipped polygon is written to this buffer
// inv - the number of verts in inbuf is written here
// outbuf - the new polygon created by the part of the input polygon that was clipped away
// onv - the number of verys in outbuf
// num_vertices - pointer to the number of verts in the vertices array
void ClipAgainstEdge(int nv,int16_t *vertnums,vertex *vertices,int *num_vertices,vector *v0,vector *v1,vector *normal,int16_t *inbuf,int *inv,int16_t *outbuf,int *onv)
{
int i,prev,next,check;
int16_t *ip = inbuf,*op = outbuf;
vertex *curv,*prevv,*nextv;
int inside_points=0,outside_points=0; //real inside/outside points, distinct from edge points
for (i=0,prev=nv-1,next=1;i<nv;i++) {
curv = &vertices[vertnums[i]];
//Find out where point lies
check = CheckPointAgainstEdge(&curv->vec,v0,v1,normal);
if (check == 0) { //Current vertex is on edge
//Add to both inside & outside lists
*op++ = vertnums[i];
*ip++ = vertnums[i];
}
else if (check == -1) { //Current vertex is outside
int check2;
prevv = &vertices[vertnums[prev]];
nextv = &vertices[vertnums[next]];
//Clip edge w/ previous vertex
check2 = CheckPointAgainstEdge(&prevv->vec,v0,v1,normal);
if (check2 == 1) { //prev inside, so clip
ClipEdge(normal,prevv,curv,v0,v1,&vertices[*num_vertices]);
AddEdgeInsert(vertnums[prev],vertnums[i],*num_vertices);
*op++ = *ip++ = (*num_vertices)++;
}
//Add current vertex to outside polygon
*op++ = vertnums[i];
outside_points++;
//Clip edge w/ next vertex
check2 = CheckPointAgainstEdge(&nextv->vec,v0,v1,normal);
if (check2 == 1) { //next inside, so clip
ClipEdge(normal,curv,nextv,v0,v1,&vertices[*num_vertices]);
AddEdgeInsert(vertnums[i],vertnums[next],*num_vertices);
*op++ = *ip++ = (*num_vertices)++;
}
}
else { //Current vertex is inside
ASSERT(check == 1);
//Add current vertex to inside polygon
*ip++ = vertnums[i];
inside_points++;
}
prev = i;
if (++next == nv)
next = 0;
}
//Set number of verts for return. If no real inside or outside points, then don't count edge points
*inv = inside_points ? (ip - inbuf) : 0;
*onv = outside_points ? (op - outbuf) : 0;
}
//Adds a new vertex to all instances of a given edge
void AddVertToAllEdges(room *rp,int v0,int v1,int new_v)
{
face *fp;
int f,v;
for (f=0,fp=rp->faces;f<rp->num_faces;f++,fp++) {
for (v=0;v<fp->num_verts;v++) {
if (((fp->face_verts[v] == v0) && (fp->face_verts[(v+1)%fp->num_verts] == v1)) ||
((fp->face_verts[v] == v1) && (fp->face_verts[(v+1)%fp->num_verts] == v0)))
AddVertToFace(rp,f,new_v,v);
}
}
}
//Adds a new point to all instances of a given edge
//First adds the point to the room (or finds it there), then calls AddVertToAllEdges()
void AddPointToAllEdges(room *rp,int v0,int v1,vector *new_v)
{
int newvertnum = RoomAddVertices(rp,1);
rp->verts[newvertnum] = *new_v;
AddVertToAllEdges(rp,v0,v1,newvertnum);
}
//Clips a face against another. Produces one polygon that is the intersection of the two input
//faces, and zero or more extra polygons, which are parts of the input face outside the clipping face.
//The input face is replaced by the clipped face, and new faces (formed by the parts of the input
//face outside the clip-against face) are added to the end of the room's facelist.
//This routine assumes that part or all of the being-clipped face is inside the clip-against face
//Parameters: arp - the room with the face that is being changed
// afacenum - the face being changed
// brp - the room with the face we're clipping against
// bfacenum - the face we're clipping against
//Returns: true if the clip was ok, false if there was an error
bool ClipFace(room *arp,int afacenum,room *brp,int bfacenum)
{
face *afp = &arp->faces[afacenum];
face *bfp = &brp->faces[bfacenum];
int edgenum;
int16_t vbuf0[MAX_VERTS_PER_FACE],vbuf1[MAX_VERTS_PER_FACE];
int16_t newface_verts[MAX_VERTS_PER_FACE][MAX_VERTS_PER_FACE];
int newface_nvs[MAX_VERTS_PER_FACE];
vertex newverts[MAX_VERTS_PER_FACE];
int newvertnums[MAX_VERTS_PER_FACE];
int num_newverts;
int num_newfaces = 0;
int16_t *src,*dest;
int nv;
int i;
//Init some stuff
nv = afp->num_verts;
src = vbuf0;
dest = vbuf1;
Num_edge_inserts = 0;
//copy our vertices into one buffer
for (i=0;i<nv;i++) {
newverts[i].vec = arp->verts[afp->face_verts[i]];
newverts[i].uvl = afp->face_uvls[i];
newvertnums[i] = afp->face_verts[i];
src[i] = i;
}
num_newverts = nv;
//Clip our polygon against each edge
for (edgenum=0;edgenum<bfp->num_verts;edgenum++) {
vector *v0,*v1;
int16_t *outbuf = newface_verts[num_newfaces];
int *onv = &newface_nvs[num_newfaces];
v0 = &brp->verts[bfp->face_verts[(bfp->num_verts-edgenum)%bfp->num_verts]];
v1 = &brp->verts[bfp->face_verts[bfp->num_verts-edgenum-1]];
ClipAgainstEdge(nv,src,newverts,&num_newverts,v0,v1,&afp->normal,dest,&nv,outbuf,onv);
if (nv <= 2) //no new face -- faces must not overlap
return 0;
src = dest;
dest = (src==vbuf0) ? vbuf1 : vbuf0;
if (newface_nvs[num_newfaces]) //is there a new face?
num_newfaces++; //..yes, increment counter
}
//Now we have the clipped face and the other new faces
//Replace the old face, and add the new faces
int first_new_vert,first_new_face;
face *fp;
//Allocate space for the new verts
first_new_vert = RoomAddVertices(arp,num_newverts-afp->num_verts);
//Copy new vertices into room & get real vert numbers
for (i=0;i<num_newverts-afp->num_verts;i++) {
arp->verts[first_new_vert+i] = newverts[afp->num_verts+i].vec;
newvertnums[afp->num_verts+i] = first_new_vert+i;
}
//Replace the input face with the clipped face
ReInitRoomFace(afp,nv);
for (i=0;i<nv;i++) {
afp->face_verts[i] = newvertnums[src[i]];
afp->face_uvls[i] = newverts[src[i]].uvl;
}
if (! ComputeFaceNormal(arp,afacenum))
Int3(); //Get Matt
//Allocate space for the new faces
first_new_face = RoomAddFaces(arp,num_newfaces);
//Copy data for new faces (the outside faces)
for (i=0;i<num_newfaces;i++) {
fp = &arp->faces[first_new_face+i];
InitRoomFace(fp,newface_nvs[i]);
for (int j=0;j<newface_nvs[i];j++) {
fp->face_verts[j] = newvertnums[newface_verts[i][j]];
fp->face_uvls[j] = newverts[newface_verts[i][j]].uvl;
}
if (! ComputeFaceNormal(arp,first_new_face+i))
Int3(); //Get Matt
#ifndef NEWEDITOR
fp->tmap = arp->faces[afacenum].tmap;
#else
// Apply texture
HTextureApplyToRoomFace(arp,first_new_face+i,arp->faces[afacenum].tmap);
#endif
CopyFaceFlags(fp,&arp->faces[afacenum]);
}
//Add new verts to edges
for (i=0;i<Num_edge_inserts;i++) {
int v0,v1,new_v;
v0 = newvertnums[Edge_inserts[i].v0];
v1 = newvertnums[Edge_inserts[i].v1];
new_v = newvertnums[Edge_inserts[i].new_v];
AddVertToAllEdges(arp,v0,v1,new_v);
}
//Done!
return 1;
}
//Adds a point to a face
//Parameters: rp,facenum - the face we're adding the point to
// vertindex - the position in the face's vertex list at which to add the point
// vp - the point to add
void AddPointToFace(room *rp,int facenum,int vertindex,vector *vp)
{
face *fp = &rp->faces[facenum];
int old_verts[MAX_VERTS_PER_FACE];
roomUVL old_uvls[MAX_VERTS_PER_FACE];
int t;
//Add the new point to the room
int newvertnum = RoomAddVertices(rp,1);
rp->verts[newvertnum] = *vp;
//Make copy of old verts
for (t=0;t<fp->num_verts;t++) {
old_verts[t] = fp->face_verts[t];
old_uvls[t] = fp->face_uvls[t];
}
//Allocate for new verts
ReInitRoomFace(fp,fp->num_verts+1);
//Copy old verts
for (t=0;t<vertindex;t++) {
fp->face_verts[t] = old_verts[t];
fp->face_uvls[t] = old_uvls[t];
}
fp->face_verts[t++] = newvertnum;
//fp0->face_uvls[t] = ??
for (;t<fp->num_verts;t++) {
fp->face_verts[t] = old_verts[t-1];
fp->face_uvls[t] = old_uvls[t-1];
}
}
//Deletes a point from a face
//Parameters: rp,facenum - the face we're deleting the point from
// vertindex - the vertex to delete
void DeletePointFromFace(room *rp,int facenum,int vertindex)
{
face *fp = &rp->faces[facenum];
int old_verts[MAX_VERTS_PER_FACE];
roomUVL old_uvls[MAX_VERTS_PER_FACE];
int t;
//Make copy of old verts
for (t=0;t<fp->num_verts;t++) {
old_verts[t] = fp->face_verts[t];
old_uvls[t] = fp->face_uvls[t];
}
//Allocate for new verts
ReInitRoomFace(fp,fp->num_verts-1);
//Copy old verts
for (t=0;t<vertindex;t++) {
fp->face_verts[t] = old_verts[t];
fp->face_uvls[t] = old_uvls[t];
}
for (;t<fp->num_verts;t++) {
fp->face_verts[t] = old_verts[t+1];
fp->face_uvls[t] = old_uvls[t+1];
}
#ifndef NEWEDITOR
World_changed = 1;
#endif
}
//Takes two faces which are going to be made into a portal and makes them match exactly
//Alternatively, checks if the two faces can be matched
//After this function the two faces will have exactly the same vertices
//Parameters: rp0,facenum0 - one of the faces
// rp1,facenum1 - the other face
// check_only - if set, doesn't change anything; just checks the faces
//Returns the number of points added to the faces
//If just_checking set, returns true if faces match, else false
int MatchPortalFaces(room *rp0,int facenum0,room *rp1,int facenum1,bool check_only)
{
face *fp0 = &rp0->faces[facenum0];
face *fp1 = &rp1->faces[facenum1];
vector *v0,*v1,*prev_v0,*prev_v1;
int n0,n1,i,j,prev_vn0,prev_vn1,max_nv;
int points_added=0;
check_faces:;
//First, find one point in common
for (i=0;i<fp0->num_verts;i++) {
for (j=0;j<fp1->num_verts;j++)
if (PointsAreSame(&rp0->verts[fp0->face_verts[i]],&rp1->verts[fp1->face_verts[j]]))
break;
if (j < fp1->num_verts)
break;
}
if (i >= fp0->num_verts) {
if (! check_only)
Int3(); //Counldn't find common point! This is very bad. Get Matt.
return 0; //no match
}
prev_vn0 = fp0->face_verts[i];
prev_vn1 = fp1->face_verts[j];
prev_v0 = &rp0->verts[prev_vn0];
prev_v1 = &rp1->verts[prev_vn1];
//Make starting points identical
if (! check_only)
*prev_v0 = *prev_v1;
//Use the larger number of vert
max_nv = __max(fp0->num_verts,fp1->num_verts);
//Trace through faces, adding points where needed
for (n0=n1=1;n0<max_nv && n1<max_nv;n0++,n1++) {
int vn0,vn1;
recheck:;
vn0 = fp0->face_verts[(i+n0) % fp0->num_verts];
vn1 = fp1->face_verts[(j-n1+fp1->num_verts) % fp1->num_verts];
v0 = &rp0->verts[vn0];
v1 = &rp1->verts[vn1];
if (PointsAreSame(v0,v1)) { //Points are at least very close.
if (! check_only)
*v0 = *v1; //Make the points identical
}
else { //The points are not the same, so we check for an extra (colinear) point
float d0,d1;
//One of these points should lie along the edge of the other. Find which is which
d0 = vm_VectorDistance(v0,prev_v0);
d1 = vm_VectorDistance(v1,prev_v1);
if (d0 > d1) { //Point 1 is presumably on the edge prev_v0 -> v0
//Make sure the point is actually on the edge
if (CheckPointAgainstEdge(v1,prev_v0,v0,&fp0->normal)) {
if (check_only)
return 0;
Int3(); //point isn't on edge! Bad! Get Matt!
}
else {
if (! check_only) {
//Add the point
AddPointToAllEdges(rp0,prev_vn0,vn0,v1);
points_added++;
}
else {
n1++; //skip edge point & resume checking
goto recheck;
}
}
}
else { //Point 0 is presumably on the edge prev_v1 -> v1
//Make sure the point is actually on the edge
if (CheckPointAgainstEdge(v0,prev_v1,v1,&fp1->normal)) {
if (check_only)
return 0;
Int3(); //point isn't on edge! Bad! Get Matt!
}
else {
if (! check_only) {
//Add the point
AddPointToAllEdges(rp1,prev_vn1,vn1,v0);
points_added++;
}
else {
n0++; //skip edge point & resume checking
goto recheck;
}
}
}
//Start check again
if (! check_only)
goto check_faces;
}
prev_vn0 = vn0;
prev_vn1 = vn1;
prev_v0 = v0;
prev_v1 = v1;
}
if (check_only)
return 1; //no errors found, so faces ok
ASSERT(fp0->num_verts == fp1->num_verts); //Get Matt!
return points_added;
}
//Clips a pair of faces against each other.
//Produces one polygon in each face that is the intersection of the two input faces,
//and zero or more extra polygons, which are parts of the input faces outside the clipping faces.
//The input faces are replaced by the clipped faces, and new faces (formed by the parts of the input
//face outside the clip-against face) are added to the end of the room's facelist.
//This routine assumes that part or all of the being-clipped face is inside the clip-against face
//Parameters: rp0,face0 - the first room:face
// rp1,face1 - the second room:face
//Returns: true if the clip was ok, false if there was an error
bool ClipFacePair(room *rp0,int face0,room *rp1,int face1)
{
//Clip each face aginst the other
return (ClipFace(rp0,face0,rp1,face1) && ClipFace(rp1,face1,rp0,face0));
}
//Creates a new bridge room connecting two rooms
//Parameters: attroomp,attface - one end of the new room
// baseroom,baseface - the other end of the new room
//The new room is created by extruding from attroom/attface
void BuildBridge(room *attroomp,int attface,room *baseroomp,int baseface)
{
room *newroomp;
face *afp,*bfp;
int nv,nfaces;
vector delta_vec,bc,ac;
vector *basevert; //a vertex on the base face
int i;
float cos,dist;
//Check that the two faces don't already have portals
if (attroomp->faces[attface].portal_num != -1) {
OutrageMessageBox("Cannot build bridge: There is already a portal at %d:%d",ROOMNUM(attroomp),attface);
return;
}
if (baseroomp->faces[baseface].portal_num != -1) {
OutrageMessageBox("Cannot build bridge: There is already a portal at %d:%d",ROOMNUM(baseroomp),baseface);
return;
}
//Get values from current room & face
afp = &attroomp->faces[attface]; //pointer to attach face
bfp = &baseroomp->faces[baseface]; //pointer to base face
nv = afp->num_verts; //number of verts in attach face
nfaces = nv + 2; //number of faces in new room
//Make sure all points on each face are on the front of the other face
vector tnorm = -afp->normal;
int t = CheckFaceToPlane(baseroomp,baseface,&attroomp->verts[afp->face_verts[0]],&tnorm);
if (t != -1) {
OutrageMessageBox("Can't build bridge: Vertex %d on %d:%d is behind %d:%d",t,ROOMNUM(baseroomp),baseface,ROOMNUM(attroomp),attface);
return;
}
tnorm = -bfp->normal;
t = CheckFaceToPlane(attroomp,attface,&baseroomp->verts[bfp->face_verts[0]],&tnorm);
if (t != -1) {
OutrageMessageBox("Can't build bridge: Vertex %d on %d:%d is behind %d:%d",t,ROOMNUM(attroomp),attface,ROOMNUM(baseroomp),baseface);
return;
}
//Compute normalized vector from attach face to base face
#ifndef NEWEDITOR
ComputeCenterPointOnFace(&bc,baseroomp,baseface);
ComputeCenterPointOnFace(&ac,attroomp,attface);
#else
ComputeFaceBoundingCircle(&bc,baseroomp,baseface);
ComputeFaceBoundingCircle(&ac,attroomp,attface);
#endif
dist = vm_GetNormalizedDir(&delta_vec,&bc,&ac);
//Compute the cosine of the angle between our vector and the normal of the base face
cos = delta_vec * bfp->normal;
//Get a pointer to a vertex on the base face
basevert = &baseroomp->verts[bfp->face_verts[0]];
//Get a pointer to our room
newroomp = CreateNewRoom(nv*2,nfaces,0);
if (newroomp == NULL) {
OutrageMessageBox("Cannot build bridge: No free rooms.");
return;
}
//Create new vertices in the plane of the base face
for (i=0;i<nv;i++) {
float dist;
//Copy from att face to new room
newroomp->verts[i] = attroomp->verts[afp->face_verts[nv-1-i]];
//Get distance from base face to this vertex
dist = ((*basevert - newroomp->verts[i]) * bfp->normal) / cos;
//Get the new vert
newroomp->verts[nv+i] = newroomp->verts[i] + (delta_vec * dist);
}
//Set the faces for the room
InitRoomFace(&newroomp->faces[0],nv);
for (i=0;i<nv;i++)
newroomp->faces[0].face_verts[i] = i;
InitRoomFace(&newroomp->faces[1],nv);
for (i=0;i<nv;i++)
newroomp->faces[1].face_verts[i] = nv*2-1-i;
for (i=0;i<nfaces-2;i++) {
InitRoomFace(&newroomp->faces[i+2],4);
newroomp->faces[i+2].face_verts[0] = i;
newroomp->faces[i+2].face_verts[1] = i+nv;
newroomp->faces[i+2].face_verts[2] = ((i+1)%nv)+nv;
newroomp->faces[i+2].face_verts[3] = (i+1)%nv;
}
//Set normals
if (! ResetRoomFaceNormals(newroomp))
Int3(); //Get Matt
//Set textures
#ifndef NEWEDITOR
for (i=0;i<nfaces;i++)
newroomp->faces[i].tmap = i+1;
#else
int texnum = Editor_state.GetCurrentTexture();
// Apply texture
for (i=0;i<nfaces;i++)
HTextureApplyToRoomFace(newroomp,i,texnum);
#endif
//Assign UVs
AssignDefaultUVsToRoom(newroomp);
//Connect the new room to the attach room
LinkRoomsSimple(Rooms,ROOMNUM(attroomp),attface,ROOMNUM(newroomp),0);
//Clip the connecting faces against each other
t = ClipFacePair(newroomp,1,baseroomp,baseface); ASSERT(t != 0);
//Make the two faces match exactly
MatchPortalFaces(baseroomp,baseface,newroomp,1);
//Connect the new room to the base room
LinkRoomsSimple(Rooms,ROOMNUM(baseroomp),baseface,ROOMNUM(newroomp),1);
//Set Changed flag
World_changed = 1;
}
#define JOIN_EPSILON 0.01
//Connects two rooms by changing the shape of one room to attach to the other
//Pretty similar to BuildBridge(), but doesn't create a new room
//Parameters: attroomp,attface - one end of the new room
// baseroom,baseface - the other end of the new room
void JoinRooms(room *attroomp,int attface,room *baseroomp,int baseface)
{
face *afp,*bfp;
int nv,nfaces,t;
vector delta_vec;
vector *basevert; //a vertex on the base face
int i;
float cos;
vector save_verts[MAX_VERTS_PER_FACE]; //save verts for face in case we bail
//Check that the two faces don't already have portals
if (attroomp->faces[attface].portal_num != -1) {
OutrageMessageBox("Cannot join: There is already a portal at %d:%d",ROOMNUM(attroomp),attface);
return;
}
if (baseroomp->faces[baseface].portal_num != -1) {
OutrageMessageBox("Cannot join: There is already a portal at %d:%d",ROOMNUM(baseroomp),baseface);
return;
}
//Get values from current room & face
afp = &attroomp->faces[attface]; //pointer to attach face
bfp = &baseroomp->faces[baseface]; //pointer to base face
nv = afp->num_verts; //number of verts in attach face
nfaces = nv + 2; //number of faces in new room
//Get a pointer to a vertex on the base face
basevert = &baseroomp->verts[bfp->face_verts[0]];
//Make sure all points on the attach face are on the front of the base face
//We could probably take this check out and catch the problem when we're moving the points
vector tnorm = -bfp->normal;
t = CheckFaceToPlane(attroomp,attface,basevert,&tnorm);
if (t != -1) {
if (OutrageMessageBox(MBOX_YESNO,"One or more points on the attach face are behind the base face.\nDo you still want to join?") != IDYES) {
EditorStatus("Join aborted.");
return;
}
}
//Make a list of all verts in the attach room that are in a portal
int portal_list[MAX_VERTS_PER_ROOM];
int num_portal_verts;
num_portal_verts = BuildListOfPortalVerts(attroomp,portal_list);
//Save old verts
for (i=0;i<nv;i++)
save_verts[i] = attroomp->verts[afp->face_verts[i]];
int answer = OutrageMessageBox(MBOX_YESNO,"Do you want to connect to the center of the base face?\n\n"
"Answer NO to extrude straight from the current face.");
//Compute normalized vector from attach face to base face.
//This is the direction in which we will move the attach face
if (answer == IDYES) { //extrude toward the center of the base face
vector bc,ac;
#ifndef NEWEDITOR
ComputeCenterPointOnFace(&bc,baseroomp,baseface);
ComputeCenterPointOnFace(&ac,attroomp,attface);
#else
ComputeFaceBoundingCircle(&bc,baseroomp,baseface);
ComputeFaceBoundingCircle(&ac,attroomp,attface);
#endif
vm_GetNormalizedDir(&delta_vec,&bc,&ac);
}
else { //extrude straight from attach face
delta_vec = afp->normal;
}
//Compute the cosine of the angle between our vector and the normal of the base face
cos = delta_vec * bfp->normal;
//If cos is zero, two center points are the same, so no move
if (fabs(cos) < JOIN_EPSILON)
goto no_move_points;
//Move the verts on the attach face to lie in the plane as the base face
for (i=0;i<nv;i++) {
vector *vp = &attroomp->verts[afp->face_verts[i]];
float dist;
//Get distance from base face to this vertex
dist = ((*basevert - *vp) * bfp->normal) / cos;
//If we're moving the point, make sure it's not part of a portal
if (fabs(dist) > POINT_TO_PLANE_EPSILON) {
//Look through list of portal verts for this vert
for (t=0;t<num_portal_verts;t++)
if (portal_list[t] == afp->face_verts[i]) { //Vert is in a portal. Abort!
OutrageMessageBox("Can't form joint because vertex %d on %d:%d is shared with a portal.\n\nTry doing the join the other way, or using the Bridge function.",i,ROOMNUM(attroomp),attface);
goto abort_join;
}
//Move the vert
*vp += (delta_vec * dist);
}
}
//Recompute the normals in the room
if (! ResetRoomFaceNormals(attroomp))
Int3(); //Get Matt
//What about the uvs for the faces that changed?
no_move_points:;
//Clip the connecting faces against each other
if (! ClipFacePair(attroomp,attface,baseroomp,baseface)) {
OutrageMessageBox("Error making portal -- faces probably don't overlap.");
abort_join:;
//Restore old verts
for (i=0;i<nv;i++)
attroomp->verts[afp->face_verts[i]] = save_verts[i];
//Recompute the normals in the room
if (! ResetRoomFaceNormals(attroomp))
Int3(); //Get Matt
return;
}
//Make the two faces match exactly
MatchPortalFaces(baseroomp,baseface,attroomp,attface);
//Create the portals between the rooms
LinkRoomsSimple(Rooms,ROOMNUM(baseroomp),baseface,ROOMNUM(attroomp),attface);
//Set Changed flag
World_changed = 1;
}
//Connects two rooms if they already match up exactly
//Parameters: attroomp,attface - one end of the new room
// baseroom,baseface - the other end of the new room
void JoinRoomsExact(room *attroomp,int attface,room *baseroomp,int baseface)
{
//Check that the two faces don't already have portals
if (attroomp->faces[attface].portal_num != -1) {
OutrageMessageBox("Cannot join: There is already a portal at %d:%d",ROOMNUM(attroomp),attface);
return;
}
if (baseroomp->faces[baseface].portal_num != -1) {
OutrageMessageBox("Cannot join: There is already a portal at %d:%d",ROOMNUM(baseroomp),baseface);
return;
}
//Check if we can do an exact match
if (! MatchPortalFaces(baseroomp,baseface,attroomp,attface,1)) {
OutrageMessageBox("Cannot do exact join: These faces do not match");
return;
}
//Make the two faces match exactly
MatchPortalFaces(baseroomp,baseface,attroomp,attface);
//Create the portals between the rooms
LinkRoomsSimple(Rooms,ROOMNUM(baseroomp),baseface,ROOMNUM(attroomp),attface);
//Set Changed flag
World_changed = 1;
}
bool FaceIsPlanar(int nv,int16_t *face_verts,vector *normal,vector *verts);
//Combine two faces, if they can be combined
//Parameters: rp - the room the faces are in
// face0,face1 - the two faces
//Returns: true if the faces were combined, else false
//Note: The UV coordinates of the new face are derrived from face0
bool CombineFaces(room *rp,int face0,int face1)
{
face *fp0 = &rp->faces[face0], *fp1 = &rp->faces[face1];
int nv0 = fp0->num_verts, nv1 = fp1->num_verts;
int v0,v1;
int16_t vertlist[MAX_VERTS_PER_FACE];
roomUVL uvllist[MAX_VERTS_PER_FACE];
int i,nv;
int first0,first1,n0,n1;
ASSERT(face0 != face1);
//Check for portals
if ((fp0->portal_num != -1) || (fp1->portal_num != -1)) {
#ifndef NEWEDITOR
SetErrorMessage("You cannot combine portal faces.\n\nMattT will add this functionality if you need it. Bug him about it.");
#else
SetErrorMessage("You cannot combine portal faces.");
#endif
return 0;
}
//Make sure faces share an edge
if (! FindSharedEdge(fp0,fp1,&v0,&v1)) {
#ifdef NEWEDITOR
if (ned_FindSharedEdge(fp0,fp1,&v0,&v1))
SetErrorMessage("The face normals point in opposite directions.");
else
#endif
SetErrorMessage("The faces do not share an edge.");
return 0;
}
//Get indices for first & last points in each face. One shared point is copied with each face.
first0 = v0+1;
n0 = nv0-1;
first1 = v1+1;
n1 = nv1-1;
//See if faces share additional edges
while (1) { //check forward on face0, backward on face1
int check0 = (first0+1)%nv0,
check1 = (first1+n1-1)%nv1;
if (fp0->face_verts[check0] != fp1->face_verts[check1])
break;
first0++; n0--;
n1--;
}
while (1) { //check forward on face1, backward on face0
int check1 = (first1+1)%nv1,
check0 = (first0+n0-1)%nv0;
if (fp0->face_verts[check0] != fp1->face_verts[check1])
break;
first1++; n1--;
n0--;
}
//Build list of verts for new face
nv = 0;
for (i=0;i<n0;i++) { //Add points from first face
vertlist[nv] = fp0->face_verts[(first0+i)%nv0];
uvllist[nv] = fp0->face_uvls[(first0+i)%nv0];
nv++;
}
for (i=0;i<n1;i++) { //Add points from second face
vertlist[nv] = fp1->face_verts[(first1+i)%nv1];
uvllist[nv] = fp1->face_uvls[(first1+i)%nv1];
nv++;
}
//Calculate new normal
vector new_normal;
ComputeNormal(&new_normal,nv,vertlist,rp->verts);
//Check if new face is planar
if (! FaceIsPlanar(nv,vertlist,&new_normal,rp->verts)) {
SetErrorMessage("The new face would not be planar.");
return 0;
}
//Check if new face is convex
int t;
if ((t=CheckFaceConcavity(nv,vertlist,&new_normal,rp->verts)) != -1) {
SetErrorMessage("The new face would be concave (at vertex %d).",vertlist[t]);
return 0;
}
//Reset face0 for new verts
ReInitRoomFace(fp0,nv);
//Copy into new face
for (i=0;i<nv;i++) {
fp0->face_verts[i] = vertlist[i];
fp0->face_uvls[i] = uvllist[i];
}
//Set new normal
fp0->normal = new_normal;
//Reassign uvls in face
AssignUVsToFace(rp, face0, &fp0->face_uvls[0], &fp0->face_uvls[1], 0, 1);
//Delete the old face
DeleteRoomFace(rp,face1);
//Set flag
World_changed = 1;
//Everything's ok
return 1;
}
//Deletes the given room from the mine
void DeleteRoomFromMine(room *rp)
{
int i,p;
//See if this room is linked to the terrain
for (p=0;p<rp->num_portals;p++) {
portal *pp = &rp->portals[p];
if (pp->croom == -1) {
OutrageMessageBox("You can't delete a room that attaches to the terrain. Detach the room before deleting.");
return;
}
}
//Check if player or viewer object in this room
for (i=rp->objects;i!=-1;i=Objects[i].next) {
//Is this the player object?
if (i == OBJNUM(Player_object)) {
OutrageMessageBox("You can't delete the room with the player in it.");
return;
}
#ifndef NEWEDITOR
//Is this the viewer object?
if (i == OBJNUM(Viewer_object)) { //Try to find another viewer
int objnum = FindNextViewerObject(Viewer_object->id + 1,-1);
if (objnum == OBJNUM(Viewer_object)) {
OutrageMessageBox("You can't delete the room with the only viewer in it.");
return;
}
else
SelectNextViewer();
}
#endif
}
// count the number of rooms used. if only one, don't delete it.
for (i=0;i<=Highest_room_index;i++)
if (Rooms[i].used && (i != ROOMNUM(rp)))
break;
if (i > Highest_room_index) {
OutrageMessageBox("You can't delete the only room in the mine.");
return;
}
//If this is current room, set new current room
if (rp == Curroomp) {
room *newroomp = NULL;
//Look for connected room
for (p=0;p<rp->num_portals;p++)
if (rp->portals[p].croom != -1) {
newroomp = &Rooms[rp->portals[0].croom];
break;
}
//If didn't find connected room, look for any room
if (newroomp == NULL)
{
for (i=0;i<=Highest_room_index;i++)
{
if (Rooms[i].used && (i != ROOMNUM(rp)))
{
newroomp = &Rooms[i];
break;
}
}
}
ASSERT(newroomp != NULL);
#ifndef NEWEDITOR
Curroomp = newroomp;
Curface = Curedge = Curvert = 0;
Curportal = -1;
#else
theApp.m_pLevelWnd->SetPrim(newroomp,0,-1,0,0);
#endif
EditorStatus("Current room set to %d.",ROOMNUM(Curroomp));
}
//Delete connections
while (rp->num_portals) {
portal *pp = &rp->portals[0];
ASSERT(pp->croom != -1);
DeleteRoomPortal(&Rooms[pp->croom],pp->cportal);
DeleteRoomPortal(rp,0);
}
//If this is marked room, clear marked room
if (Markedroomp == rp)
Markedroomp = NULL;
//Free the objects in this room
for (i=rp->objects;i!=-1;i=Objects[i].next)
{
#ifdef NEWEDITOR
if ( IS_GENERIC(Objects[i].type) )
LevelObjDecrementObject(Objects[i].id);
else if (Objects[i].type == OBJ_DOOR)
{
ASSERT(rp->flags & RF_DOOR);
LevelDoorDecrementDoorway(Objects[i].id);
}
#endif
ObjDelete(i);
}
#ifdef NEWEDITOR
// Unmark the textures in this room
for (i=0; i<rp->num_faces; i++)
LevelTexDecrementTexture(rp->faces[i].tmap);
#endif
//Delete any triggers in this room
face *fp;
for (i=0,fp=rp->faces;i<rp->num_faces;fp++,i++)
if (fp->flags & FF_HAS_TRIGGER)
DeleteTrigger(ROOMNUM(rp),i);
//Remove this room from the selected list (if there)
RemoveRoomFromSelectedList(ROOMNUM(rp));
//Free up the room
FreeRoom(rp);
}
#define DROP_ROOM_OFFSET 20.0
//Places a room a short distance from the specified room & face
//The new room is not attached to anything
//Parameters: baseroomp,baseface - the new room is dropped off of this face
// droproom_num - the room to be dropped
void DropRoom(room *baseroomp,int baseface,int droproom_num)
{
int roomnum;
room *newroomp;
vector oldcenter,facecenter,newcenter,offset;
float rad;
//Create a new room
roomnum = GetFreeRoom(0);
if (roomnum == -1) {
OutrageMessageBox("Cannot drop room: No free rooms.");
return;
}
newroomp = &Rooms[roomnum];
//Copy data to new room
CopyRoom(newroomp,&Rooms[droproom_num]);
//Compute offset
rad = ComputeRoomBoundingSphere(&oldcenter,newroomp);
#ifndef NEWEDITOR
ComputeCenterPointOnFace(&facecenter,baseroomp,baseface);
#else
ComputeFaceBoundingCircle(&facecenter,baseroomp,baseface);
#endif
newcenter = facecenter - (baseroomp->faces[baseface].normal * (rad + DROP_ROOM_OFFSET));
offset = newcenter - oldcenter;
//Add in offset to all the points
for (int i=0;i<newroomp->num_verts;i++)
newroomp->verts[i] += offset;
//Set current room to new room
#ifndef NEWEDITOR
Curroomp = newroomp;
Curface = Curedge = Curvert = 0;
Curportal = -1;
#else
theApp.m_pLevelWnd->SetPrim(newroomp,0,-1,0,0);
#endif
//We're done
World_changed = 1;
}
//Place a room on the terrain for orientation before attachment
//Parameters: cellnum - the cell where the room is being placed
// placed_room - the number of the room to be attached
// placed_room_face the face on placed_room that's attached
void PlaceExternalRoom(int cellnum,int placed_room,int placed_room_face,bool align_to_terrain)
{
room *placedroomp = &Rooms[placed_room];
//Clear the placed group if one exists
Placed_group = NULL;
//Clear the placed door if one exists
if (Placed_door!=-1) {
ASSERT(Placed_room != -1);
FreeRoom (&Rooms[Placed_room]);
Placed_door = Placed_door = -1;
}
//Set globals
Placed_room = placed_room;
Placed_room_face = placed_room_face;
Placed_room_angle = 0;
Placed_baseroomp = NULL;
if (align_to_terrain)
Placed_room_orient.fvec = TerrainNormals[MAX_TERRAIN_LOD-1][cellnum].normal1;
else
Placed_room_orient.fvec = Identity_matrix.uvec;
//Compute attach point on terrain
ComputeTerrainSegmentCenter(&Placed_room_attachpoint,cellnum);
//Compute attach points on each face
#ifndef NEWEDITOR
ComputeCenterPointOnFace(&Placed_room_origin,placedroomp,placed_room_face);
#else
ComputeFaceBoundingCircle(&Placed_room_origin,placedroomp,placed_room_face);
#endif
//Compute initial orientation matrix
ComputePlacedRoomMatrix();
//Set the flag
State_changed = 1;
}
//Find all the matching faces between two rooms and join them
//Returns the number of new portals created
int JoinAllMatchingFaces(room *rp0,room *rp1)
{
face *fp0,*fp1;
int f0,f1;
int join_count=0;
//Check each face in room 0 against each in room 1
for (f0=0,fp0=rp0->faces;f0<rp0->num_faces;f0++,fp0++) {
//Check if face 0 is already part of portal
if (fp0->portal_num != -1)
continue;
//Check current face against all faces in room 1
for (f1=0,fp1=rp1->faces;f1<rp1->num_faces;f1++,fp1++) {
//Check if face 1 is already part of portal
if (fp1->portal_num != -1)
continue;
//First check if faces have same number of verts
//This used to check if the normals were the same, but I decided that was bad. -MT, 3/30/99
if ((fp0->num_verts == fp1->num_verts)) {
int i,j,n;
//Find one point in common
for (i=0;i<fp0->num_verts;i++) {
for (j=0;j<fp1->num_verts;j++)
if (PointsAreSame(&rp0->verts[fp0->face_verts[i]],&rp1->verts[fp1->face_verts[j]]))
break;
if (j < fp1->num_verts)
break;
}
if (i >= fp0->num_verts) //Couldn't find a match
continue; //..so go on to next face
//Trace through verts in faces, making sure they match
for (n=1;n<fp0->num_verts;n++) {
vector *v0,*v1;
v0 = &rp0->verts[fp0->face_verts[(i+n) % fp0->num_verts]];
v1 = &rp1->verts[fp1->face_verts[(j-n+fp1->num_verts) % fp1->num_verts]];
if (! PointsAreSame(v0,v1)) //Found mismatch
break;
*v0 = *v1; //make points *exactly* the same
}
if (n < fp0->num_verts) //Found a mismatch
continue; //..so go on to next face
//Found extact match, so join
LinkRoomsSimple(Rooms,ROOMNUM(rp0),f0,ROOMNUM(rp1),f1);
//Increment count
join_count++;
}
}
}
return join_count;
}
//Find all the overlapping faces between two rooms and join them
//Returns the number of new portals created
int JoinAllOverlappingFaces(room *rp0,room *rp1)
{
face *fp0,*fp1;
int f0,f1;
int join_count=0;
//Check each face in room 0 against each in room 1
for (f0=0,fp0=rp0->faces;f0<rp0->num_faces;f0++,fp0++) {
//Check if face 0 is already part of portal
if (fp0->portal_num != -1)
continue;
//Check current face against all faces in room 1
for (f1=0,fp1=rp1->faces;f1<rp1->num_faces;f1++,fp1++) {
//Check if face 1 is already part of portal
if (fp1->portal_num != -1)
continue;
//This used to check if normals the same, but I decided that was bad. -MT, 3/30/99
{
int i;
vector *planepoint,*norm;
//Normals are same, so check if points are all in the same plane
planepoint = &rp1->verts[fp1->face_verts[0]];
norm = &fp1->normal;
for (i=0;i<fp0->num_verts;i++)
if (CheckPointToPlane(&rp0->verts[fp0->face_verts[i]],planepoint,norm))
break;
if (i < fp0->num_verts)
continue;
planepoint = &rp0->verts[fp0->face_verts[0]];
norm = &fp0->normal;
for (i=0;i<fp1->num_verts;i++)
if (CheckPointToPlane(&rp1->verts[fp1->face_verts[i]],planepoint,norm))
break;
if (i < fp1->num_verts)
continue;
//Clip the connecting faces against each other
if (ClipFacePair(rp0,f0,rp1,f1)) {
//Make the two faces match exactly
MatchPortalFaces(rp0,f0,rp1,f1);
//Create the portals between the rooms
LinkRoomsSimple(Rooms,ROOMNUM(rp0),f0,ROOMNUM(rp1),f1);
//Reset face pointer, which may have been changed by the clip
fp0 = &rp0->faces[f0];
//Increment count
join_count++;
//Stop checking this face, since we've formed a portal for it
break;
}
else { //it's kind of bad if the clip fails, but we have to live with it
//Reset face pointers, which may have been changed by the clip
fp0 = &rp0->faces[f0];
fp1 = &rp1->faces[f1];
}
}
}
}
return join_count;
}
//Find all the adjacent faces between two rooms and join them
void JoinAllAdjacentFaces(room *rp0,room *rp1)
{
int join_count;
int answer;
answer = OutrageMessageBox(MBOX_YESNOCANCEL,"Do you want to include non-matching faces?\n\n"
"Selecting YES means faces will be joined if they overlap.\n"
"Selecting NO means faces much match exactly.");
if (answer == IDCANCEL)
return;
if (answer == IDYES)
join_count = JoinAllOverlappingFaces(rp0,rp1);
else
join_count = JoinAllMatchingFaces(rp0,rp1);
World_changed = 1;
OutrageMessageBox("%d new portals created.\n",join_count);
}
int FindNeighbor(room *rp,int facenum,int edgenum)
{
face *fp = &rp->faces[facenum];
int v0,v1,f,v;
v0 = fp->face_verts[edgenum];
v1 = fp->face_verts[(edgenum+1)%fp->num_verts];
for (f=0,fp=rp->faces;f<rp->num_faces;f++,fp++)
for (v=0;v<fp->num_verts;v++)
if ((fp->face_verts[v] == v1) && (fp->face_verts[(v+1)%fp->num_verts] == v0))
return f;
return -1;
}
2024-05-24 03:07:26 +00:00
void PropagateFromFace(room *rp,int facenum,uint8_t *face_flags,bool matching_faces_only)
{
face *fp = &rp->faces[facenum];
face_flags[facenum] = 1;
for (int v=0;v<fp->num_verts;v++) {
int t;
t = FindNeighbor(rp,facenum,v);
if ((t != -1) && !face_flags[t])
if (!matching_faces_only || (rp->faces[t].tmap == fp->tmap)) {
HTexturePropagateToFace(rp,t,rp,facenum);
PropagateFromFace(rp,t,face_flags,matching_faces_only);
}
}
}
//Propagate a texture from one face to all the faces in the room
//If matching_faces_only is set, only propagate if the face has the same texture
void PropagateToAllFaces(room *rp,int facenum,bool matching_faces_only)
{
2024-05-24 03:07:26 +00:00
uint8_t face_flags[MAX_FACES_PER_ROOM];
//Clear flags
for (int i=0;i<rp->num_faces;i++)
face_flags[i] = 0;
//Start recursive function
PropagateFromFace(rp,facenum,face_flags,matching_faces_only);
//Set flag
World_changed = 1;
}
//Splits a face unto triangles, by fanning
//Parameters: rp,facenum - the face to triangulate
// vertnum - the vert that is the base of the fan
void TriangulateFace(room *rp,int facenum, int vertnum)
{
face *fp = &rp->faces[facenum],*nfp;
int num_new_faces,first_new_face,i;
if (fp->num_verts == 3) {
OutrageMessageBox("Face %d has three verts and cannot be split.",facenum);
return;
}
if (fp->portal_num != -1) {
OutrageMessageBox("You cannot split a face that's part of a portal.");
return;
}
if (fp->flags & (FF_HAS_TRIGGER+FF_FLOATING_TRIG)) {
OutrageMessageBox("You cannot split a face that has a trigger.");
return;
}
//Add new faces
num_new_faces = fp->num_verts - 2;
first_new_face = RoomAddFaces(rp,num_new_faces);
//Reset pointer to our old face
fp = &rp->faces[facenum];
//Set up each face
for (i=0,nfp=&rp->faces[first_new_face];i<num_new_faces;i++,nfp++) {
InitRoomFace(nfp,3);
//Set verts & uvls for this face
nfp->face_verts[0] = fp->face_verts[vertnum];
nfp->face_uvls[0] = fp->face_uvls[vertnum];
for (int v=1;v<3;v++) {
nfp->face_verts[v] = fp->face_verts[(vertnum+i+v)%fp->num_verts];
nfp->face_uvls[v] = fp->face_uvls[(vertnum+i+v)%fp->num_verts];
}
//Copy other data for this face
CopyFaceFlags(nfp,fp);
#ifndef NEWEDITOR
nfp->tmap = fp->tmap;
#else
// Apply texture
HTextureApplyToRoomFace(rp,first_new_face+i,nfp->tmap);
#endif
nfp->light_multiple = fp->light_multiple;
//Compute the normal for this face
ComputeFaceNormal(rp,first_new_face+i);
}
//Delete original face
DeleteRoomFace(rp,facenum);
//Check for degenerate faces (caused by colinear points) and merge with adjacent faces
first_new_face--; //original face deleted, causing shift
bool ok;
do { //Check first face
ok = ComputeFaceNormal(rp,first_new_face);
if (! ok) {
face *fp = &rp->faces[first_new_face];
ASSERT(first_new_face < rp->num_faces-1);
AddVertToFace(rp,first_new_face,rp->faces[first_new_face+1].face_verts[2],fp->num_verts-1);
rp->faces[first_new_face].face_uvls[rp->faces[first_new_face].num_verts-1] = rp->faces[first_new_face+1].face_uvls[2];
DeleteRoomFace(rp,first_new_face+1);
num_new_faces--;
}
} while (! ok);
do { //Check last face
ok = ComputeFaceNormal(rp,rp->num_faces-1);
if (! ok) {
face *fp = &rp->faces[rp->num_faces-2];
ASSERT(first_new_face < rp->num_faces-1);
AddVertToFace(rp,rp->num_faces-1,rp->faces[rp->num_faces-2].face_verts[1],0);
rp->faces[rp->num_faces-1].face_uvls[1] = rp->faces[rp->num_faces-2].face_uvls[1];
DeleteRoomFace(rp,rp->num_faces-2);
num_new_faces--;
}
} while (! ok);
//We're done
EditorStatus("Face %d replace by %d new faces",facenum,num_new_faces);
#ifndef NEWEDITOR
World_changed = 1;
#endif
}
//Deletes the connection between two rooms. Deletes both portals.
void DeletePortalPair(room *rp,int portalnum)
{
int roomnum = ROOMNUM(rp);
portal *pp = &rp->portals[portalnum];
int croom = pp->croom, cportal = pp->cportal;
//Make sure the connecting portal points back to this portal
if ((Rooms[croom].portals[cportal].croom != roomnum) || (Rooms[croom].portals[cportal].cportal != portalnum)) {
OutrageMessageBox("Cannot delete this portal: the connecting portal does not point back at it.\n");
return;
}
//Check all the faces in this portal to make sure they point back to the portal
if (rp->faces[pp->portal_face].portal_num != portalnum) {
OutrageMessageBox("Cannot delete this portal: its face does not point back at it.");
return;
}
DeleteRoomPortal(rp,portalnum);
DeleteRoomPortal(&Rooms[croom],cportal);
EditorStatus("Deleted room %d portal %d and room %d portal %d",roomnum,portalnum,croom,cportal);
World_changed = 1;
}
//Flips a face
void FlipFace(room *rp,int facenum)
{
face *fp = &rp->faces[facenum];
ASSERT(fp->portal_num == -1);
for (int i=0;i<fp->num_verts/2;i++) {
int v = fp->face_verts[i];
fp->face_verts[i] = fp->face_verts[fp->num_verts-1-i];
fp->face_verts[fp->num_verts-1-i] = v;
roomUVL uvl = fp->face_uvls[i];
fp->face_uvls[i] = fp->face_uvls[fp->num_verts-1-i];
fp->face_uvls[fp->num_verts-1-i] = uvl;
}
//Get new normal
if (! ComputeFaceNormal(rp,facenum))
Int3(); //Bad! Get Matt!
#ifndef NEWEDITOR
World_changed = 1;
EditorStatus("Room %d face %d flipped.",ROOMNUM(rp),facenum);
#else
if (ROOMNUM(rp) < MAX_ROOMS)
EditorStatus("Room %d face %d flipped.",ROOMNUM(rp),facenum);
else
EditorStatus("Face %d flipped.",facenum);
#endif
}
//Attempt to fix the cracks in a level
void FixCracks()
{
int r,p,f,f2,v,v2;
room *rp;
face *fp,*fp2;
int possible_tjoints=0,tjoints_fixed=0;
int points_added=0;
int points_are_same_count=0;
if (OutrageMessageBox(MBOX_YESNO,"This function is somewhat dangerous.\n\n"
"You should be sure to save your level beforehand, and you should check the results very carefully afterwards.\n\n"
"Continue?") != IDYES)
return;
//First fix gaps at portals
for (r=0,rp=Rooms;r<=Highest_room_index;r++,rp++) {
if (rp->used) {
for (p=0;p<rp->num_portals;p++) {
portal *pp = &rp->portals[p];
points_added += MatchPortalFaces(rp,pp->portal_face,&Rooms[pp->croom],Rooms[pp->croom].portals[pp->cportal].portal_face);
}
}
}
//Now search for and fix t-joints
for (r=0,rp=Rooms;r<=Highest_room_index;r++,rp++) {
if (rp->used)
for (f=0,fp=rp->faces;f<rp->num_faces;f++,fp++) {
//if (fp->portal_num == -1)
{ //don't check portal faces
recheck_face:;
for (v=0;v<fp->num_verts;v++) {
int vv0 = fp->face_verts[v], vv1 = fp->face_verts[(v+1)%fp->num_verts];
for (f2=0,fp2=rp->faces;f2<rp->num_faces;f2++,fp2++) {
if (f2 != f) {
for (v2=0;v2<fp2->num_verts;v2++) {
int tt0 = fp2->face_verts[v2], tt1 = fp2->face_verts[(v2+1)%fp2->num_verts];
if ((vv0 == tt1) && (vv1 == tt0))
break; //found one, so stop
}
if (v2 < fp2->num_verts)
break;
}
}
if (f2 == rp->num_faces) { //didn't find a match
2024-05-24 15:46:07 +00:00
//mprintf(0,"Couldn't find shared edge for %d:%d edge %d\n",r,f,v);
possible_tjoints++;
//Look for vert on this edge
for (f2=0,fp2=rp->faces;f2<rp->num_faces;f2++,fp2++) {
if (f2 != f) {
for (v2=0;v2<fp2->num_verts;v2++) {
int tt0 = fp2->face_verts[v2], tt1 = fp2->face_verts[(v2+1)%fp2->num_verts];
if (vv0 == tt1) { //one point maches; check if next is on the edge
//if (PointsAreColinear(&rp->verts[vv0],&rp->verts[tt0],&rp->verts[vv1])) {
if (PointsAreSame(&rp->verts[tt0],&rp->verts[vv0]))
points_are_same_count++;
if (PointsAreSame(&rp->verts[tt0],&rp->verts[vv1]))
points_are_same_count++;
if (CheckPointToPlane(&rp->verts[tt0],&rp->verts[vv0],&fp->normal) == 0)
{
if (CheckPointAgainstEdge(&rp->verts[tt0],&rp->verts[vv0],&rp->verts[vv1],&fp->normal) == 0) {
//make sure the new point is actually between the two edge points
float edge_len = vm_VectorDistance(&rp->verts[vv1],&rp->verts[vv0]);
float d0 = vm_VectorDistance(&rp->verts[tt0],&rp->verts[vv0]);
float d1 = vm_VectorDistance(&rp->verts[tt0],&rp->verts[vv1]);
if ((d0 < edge_len) && (d1 < edge_len)) {
2024-05-24 15:46:07 +00:00
mprintf(0,"Adding %d to edge %d of %d:%d (from face %d)\n",tt0,v,r,f,f2);
AddVertToFace(rp,f,tt0,v);
tjoints_fixed++;
goto recheck_face;
}
}
}
}
}
}
}
}
}
}
}
}
//Fix portals again because points may have been added when fixing t-joints
for (r=0,rp=Rooms;r<=Highest_room_index;r++,rp++) {
if (rp->used) {
for (p=0;p<rp->num_portals;p++) {
portal *pp = &rp->portals[p];
points_added += MatchPortalFaces(rp,pp->portal_face,&Rooms[pp->croom],Rooms[pp->croom].portals[pp->cportal].portal_face);
}
}
}
2024-05-24 15:46:07 +00:00
mprintf(0,"%d possible t-joints\n",possible_tjoints);
mprintf(0,"points_are_same_count = %d\n",points_are_same_count);
OutrageMessageBox( "Level fix results:\n\n"
" %d points added to portals\n"
" %d T-joints fixed",
points_added,tjoints_fixed);
World_changed = 1;
}
//Variables for undoing a snap
int Snap_roomnum = -1;
int Snap_vertnum;
vector Snap_old_point,Snap_new_point;
//Moves a vertex to lie on a specified edge
void SnapPointToEdge(room *rp,int vertnum,vector *v0,vector *v1)
{
vector *vp = &rp->verts[vertnum];
vector edge_vec,edge_normal;
float d;
//Save info for undo
Snap_roomnum = ROOMNUM(rp);
Snap_vertnum = vertnum;
Snap_old_point = *vp;
//Calculate new point
edge_normal = edge_vec = *v1 - *v0;
vm_NormalizeVector(&edge_normal);
d = vm_DistToPlane(vp,&edge_normal,v0);
*vp = *v0 + edge_normal * d;
//Set the point
Snap_new_point = *vp;
//Done
EditorStatus("Room %d point %d snapped.",Snap_roomnum,Snap_vertnum);
World_changed = 1;
}
//Moves a vertex to be conincident with another vertex
void SnapPointToPoint(room *rp,int vertnum,room *snapto_rp,int snapto_vertnum)
{
vector *vp = &rp->verts[vertnum];
//Save info for undo
Snap_roomnum = ROOMNUM(rp);
Snap_vertnum = vertnum;
Snap_old_point = *vp;
*vp = snapto_rp->verts[snapto_vertnum];
//Set the point
Snap_new_point = *vp;
//Done
EditorStatus("Room %d point %d snapped.",Snap_roomnum,Snap_vertnum);
World_changed = 1;
}
//Moves a vertex to lie on a specified plane
void SnapPointToFace(room *rp,int vertnum,vector *v0,vector *normal)
{
vector *vp = &rp->verts[vertnum];
float d;
//Save info for undo
Snap_roomnum = ROOMNUM(rp);
Snap_vertnum = vertnum;
Snap_old_point = *vp;
//Calculate new point
d = vm_DistToPlane(vp,normal,v0);
*vp -= *normal * d;
//Set the point
Snap_new_point = *vp;
//Done
EditorStatus("Room %d point %d snapped.",Snap_roomnum,Snap_vertnum);
World_changed = 1;
}
//Undoes the most recently-performed snap
void UndoSnap()
{
if (Snap_roomnum == -1)
return;
if ((Snap_roomnum <= Highest_room_index) && Rooms[Snap_roomnum].used) {
vector *vp = &Rooms[Snap_roomnum].verts[Snap_vertnum];
if ((vp->x == Snap_new_point.x) && (vp->y == Snap_new_point.y) && (vp->z == Snap_new_point.z)) {
*vp = Snap_old_point;
World_changed = 1;
return;
}
}
OutrageMessageBox("Cannot Undo: The snapped point has changed since the snap.");
Snap_roomnum = -1;
}
//Gets the angle between two vectors in the range 0..1
//Parameters: base - the start of both vectors
// v0,v1 - the end points of the two vectors
// normal - the surface normal of the face these verts lie in
//Returns the cosine of the angle between <base,v0> and <base,v1>
float GetAngle(vector *base,vector *v0,vector *v1,vector *normal)
{
vector edge0,edge1,cross;
float dot;
vm_GetNormalizedDir(&edge0,v0,base);
vm_GetNormalizedDir(&edge1,v1,base);
dot = edge0 * edge1;
cross = edge0 ^ edge1;
if (cross * *normal > 0)
return 0.25 - dot / 4.0;
else
return 0.75 + dot / 4.0;
}
//Connects two rooms in a pleasing way
void BuildSmoothBridge(room *rp0,int facenum0,room *rp1,int facenum1)
{
room *rp;
int nv0,nv1,nverts,nfaces;
int i;
vector tverts[MAX_VERTS_PER_FACE];
//Get values from current faces
face *fp0 = &rp0->faces[facenum0];
face *fp1 = &rp1->faces[facenum1];
nv0 = fp0->num_verts;
nv1 = fp1->num_verts;
//Check for portal already here
if (fp0->portal_num != -1) {
OutrageMessageBox("Cannot build bridge: There is already a connection at %d:%d.",ROOMNUM(rp0),facenum0);
return;
}
if (fp1->portal_num != -1) {
OutrageMessageBox("Cannot build bridge: There is already a connection at %d:%d.",ROOMNUM(rp1),facenum1);
return;
}
//Get values for new room
nverts = nv0 + nv1;
nfaces = nverts + 2;
//Get a pointer to our room
rp = CreateNewRoom(nverts,nfaces);
if (rp == NULL) {
OutrageMessageBox("Cannot build bridge: No free rooms.");
return;
}
//Set the vertices for the room
for (i=0;i<nv0;i++)
rp->verts[i] = rp0->verts[fp0->face_verts[i]];
for (i=0;i<nv1;i++)
rp->verts[nv0+i] = rp1->verts[fp1->face_verts[nv1-1-i]];
//Create the connecting faces
//Compute normalized vector from attach face to base face
vector c0,c1,delta_vec;
#ifndef NEWEDITOR
ComputeCenterPointOnFace(&c0,rp0,facenum0);
ComputeCenterPointOnFace(&c1,rp1,facenum1);
#else
ComputeFaceBoundingCircle(&c0,rp0,facenum0);
ComputeFaceBoundingCircle(&c1,rp1,facenum1);
#endif
vm_GetNormalizedDir(&delta_vec,&c1,&c0);
//Compute the cosine of the angle between our vector and the normal of the base face
float cos = delta_vec * fp1->normal;
//Get a pointer to a vertex on face1
vector *vp = &rp->verts[nv0];
//Project the verts from end face0 into end face1
for (i=0;i<nv0;i++) {
//Get distance from base face to this vertex
float dist = ((*vp - rp->verts[i]) * fp1->normal) / cos;
//Get the new vert
tverts[i] = rp->verts[i] + (delta_vec * dist);
}
//Find closest face0 point to point 0 of face1
int smallest_i = -1;
float smallest_angle = 1.0;
vector tnorm = -fp1->normal;
for (i=0;i<nv0;i++) {
float angle = GetAngle(&c1,&rp->verts[nv0],&tverts[i],&tnorm);
if (angle > 0.5)
angle = 1.0 - angle; //we want closest in either direction
if (angle < smallest_angle) {
smallest_i = i;
smallest_angle = angle;
}
}
ASSERT(smallest_i != -1);
//Generate new faces
int prev1 = 0, //set up the previous edge
prev0 = smallest_i;
for (i=0;i<nverts;i++) {
float angle0,angle1;
face *fp = &rp->faces[i];
InitRoomFace(fp,3);
fp->face_verts[0] = nv0 + prev1;
fp->face_verts[1] = prev0;
if (i == nverts-1) { //special case for last edge
if ((rp->faces[0].face_verts[0] != fp->face_verts[0]) && (rp->faces[0].face_verts[0] != fp->face_verts[1]))
fp->face_verts[2] = rp->faces[0].face_verts[0];
else {
ASSERT((rp->faces[0].face_verts[1] != fp->face_verts[0]) && (rp->faces[0].face_verts[0] != fp->face_verts[1]));
fp->face_verts[2] = rp->faces[0].face_verts[1];
}
break;
}
//Pick point for third vert
angle1 = GetAngle(&c1,&rp->verts[nv0+prev1],&rp->verts[nv0+(prev1+1)%nv1],&tnorm);
angle0 = GetAngle(&c1,&rp->verts[nv0+prev1],&tverts[(prev0+1)%nv0],&tnorm);
if (angle1 < angle0) {
prev1 = (prev1+1) % nv1;
fp->face_verts[2] = nv0 + prev1;
}
else
prev0 = fp->face_verts[2] = (prev0+1) % nv0;
}
//Set the two end faces for the room
InitRoomFace(&rp->faces[nfaces-2],fp0->num_verts);
for (i=0;i<fp0->num_verts;i++)
rp->faces[nfaces-2].face_verts[i] = nv0 - 1 - i;
InitRoomFace(&rp->faces[nfaces-1],fp1->num_verts);
for (i=0;i<fp1->num_verts;i++)
rp->faces[nfaces-1].face_verts[i] = fp0->num_verts+i;
//Set normals & textures for each face
for (i=0;i<nfaces;i++) {
if (! ComputeFaceNormal(rp,i))
Int3(); //Bad! Get Matt!
}
//Attempt to combine faces
for (i=0;i<nfaces-2;i++) {
int t = (i+1)%(nfaces-2);
//Try compbining the faces
if (CombineFaces(rp,i,t)) {
i--; //check this face again
nfaces--;
}
}
//Set textures for each face
#ifndef NEWEDITOR
for (i=0;i<nfaces;i++)
rp->faces[i].tmap = i+1;
#else
int texnum = Editor_state.GetCurrentTexture();
for (i=0;i<nfaces;i++)
{
// Apply texture
HTextureApplyToRoomFace(rp,i,texnum);
}
#endif
//Set UVs for all the faces
AssignDefaultUVsToRoom(rp);
//Form the portals between the rooms
LinkRoomsSimple(Rooms,ROOMNUM(rp0),facenum0,ROOMNUM(rp),nfaces-2);
LinkRoomsSimple(Rooms,ROOMNUM(rp1),facenum1,ROOMNUM(rp),nfaces-1);
//Make the new room the current room
#ifndef NEWEDITOR
Curroomp = rp;
Curface = nfaces-2;
Curedge = Curvert = 0;
Curportal = -1;
#else
theApp.m_pLevelWnd->SetPrim(rp,nfaces-2,-1,0,0);
#endif
//Set the flag
World_changed = 1;
}
int16_t New_face_verts[MAX_VERTS_PER_FACE];
int New_face_num_verts=-1;
room *New_face_roomp;
void AddNewFaceVert()
{
if (Curroomp != New_face_roomp) {
OutrageMessageBox("All points in the new face must be in the same room");
return;
}
if (New_face_num_verts == -1) {
OutrageMessageBox("You must start a new face before adding to it");
return;
}
New_face_verts[New_face_num_verts++] = Curroomp->faces[Curface].face_verts[Curvert];
EditorStatus("Added %d as vert #%d in new face",Curroomp->faces[Curface].face_verts[Curvert],New_face_num_verts);
}
void StartNewFace()
{
New_face_roomp = Curroomp;
New_face_num_verts = 0;
AddNewFaceVert();
EditorStatus("Starting new face with vertex %d",Curroomp->faces[Curface].face_verts[Curvert]);
}
void EndNewFace()
{
AddNewFaceVert();
if (New_face_num_verts == -1) {
OutrageMessageBox("You must start a new face before ending it");
return;
}
if (New_face_num_verts < 3) {
OutrageMessageBox("A face must have at least three vertices");
return;
}
int facenum;
facenum = RoomAddFaces(Curroomp,1);
face *fp = &Curroomp->faces[facenum];
InitRoomFace(fp,New_face_num_verts);
for (int i=0;i<New_face_num_verts;i++)
fp->face_verts[i] = New_face_verts[i];
#ifndef NEWEDITOR
fp->tmap = 0;
#else
int texnum = Editor_state.GetCurrentTexture();
// Apply texture
HTextureApplyToRoomFace(Curroomp,facenum,texnum);
#endif
ComputeFaceNormal(Curroomp,facenum);
AssignDefaultUVsToRoomFace(Curroomp,facenum);
EditorStatus("New face %d created",facenum);
New_face_num_verts = -1;
World_changed = 1;
}
void ObjRelink(int objnum,int newroomnum);
int RemoveDuplicatePoints(room *rp);
trigger *FindTrigger(int roomnum,int facenum);
//Combine the two rooms. base_rp stays, att_rp goes away
//Returns true if combine sucessful, false if can't join
bool CombineRooms(room *base_rp,room *att_rp)
{
int i;
face *fp;
bool connected = 0, rendered_portals = 0;
//Make sure these rooms share a portal
for (i=0;i<base_rp->num_portals;i++) {
if (base_rp->portals[i].croom == ROOMNUM(att_rp)) {
connected = 1;
if ((base_rp->faces[base_rp->portals[i].portal_face].flags & FF_HAS_TRIGGER) ||
(att_rp->faces[att_rp->portals[base_rp->portals[i].cportal].portal_face].flags & FF_HAS_TRIGGER)) {
OutrageMessageBox("Cannot combine rooms: a portal connecting them has a trigger.");
return 0;
}
if ((base_rp->portals[i].flags & PF_RENDER_FACES) ||
(att_rp->portals[base_rp->portals[i].cportal].flags & PF_RENDER_FACES)) {
rendered_portals = 1;
}
}
}
if (! connected) {
OutrageMessageBox("Cannot combine rooms: the rooms are not connected.");
return 0;
}
if (rendered_portals) {
if (OutrageMessageBox(MBOX_YESNO,"One or more of the portals connecting these rooms has the Render Faces flag set. "
"The rendered face will remain in the room after combine.\n\nDo you still want to combine?") != IDYES)
return 0;
}
//Check for doors
if (base_rp->doorway_data || att_rp->doorway_data) {
OutrageMessageBox("Cannot combine rooms: one room is a door.");
return 0;
}
//Allocate new verts & faces
int first_new_vert = RoomAddVertices(base_rp,att_rp->num_verts);
int first_new_face = RoomAddFaces(base_rp,att_rp->num_faces);
//Copy verts to base room
for (i=0;i<att_rp->num_verts;i++)
base_rp->verts[first_new_vert+i] = att_rp->verts[i];
//Copy faces to base room
for (i=0,fp=&base_rp->faces[first_new_face];i<att_rp->num_faces;fp++,i++) {
//Copy the face
CopyFace(fp,&att_rp->faces[i]);
fp->flags = att_rp->faces[i].flags;
//Update the vertices
for (int v=0;v<fp->num_verts;v++)
fp->face_verts[v] += first_new_vert;
//Move triggers from attach to base room
if (att_rp->faces[i].flags & FF_HAS_TRIGGER) {
trigger *tp = FindTrigger(ROOMNUM(att_rp),i);
tp->roomnum = ROOMNUM(base_rp);
tp->facenum += first_new_face;
}
}
//Deal with attach room's portals
for (i=0;i<att_rp->num_portals;i++) {
int facenum,croom,cface,flags,cflags;
facenum = att_rp->portals[i].portal_face + first_new_face;
flags = att_rp->portals[i].flags;
croom = att_rp->portals[i].croom;
cface = Rooms[croom].portals[att_rp->portals[i].cportal].portal_face;
cflags = Rooms[croom].portals[att_rp->portals[i].cportal].flags;
//Delete old portal from attach room
DeletePortalPair(att_rp,i);
//If this portal attaches to the base room, mark the portal faces for deletion
if (croom == ROOMNUM(base_rp)) {
if (! (flags & PF_RENDER_FACES))
base_rp->faces[facenum].tmap = -1; //-1 means to delete the face
if (! (cflags & PF_RENDER_FACES))
base_rp->faces[cface].tmap = -1; //-1 means to delete the face
}
else { //Attaches to third room, so make attachment to base room
LinkRooms(Rooms,ROOMNUM(base_rp),facenum,croom,cface);
portal *pp = &base_rp->portals[base_rp->num_portals-1];
pp->flags |= (flags & (PF_RENDER_FACES + PF_RENDERED_FLYTHROUGH));
Rooms[pp->croom].portals[pp->cportal].flags |= (cflags * (PF_RENDER_FACES + PF_RENDERED_FLYTHROUGH));
}
i--; //adjust for new portal numbering
}
//Delete obsolete faces
for (i=0;i<base_rp->num_faces;i++)
if (base_rp->faces[i].tmap == -1) {
DeleteRoomFace(base_rp,i);
i--;
}
//Link objects to new room
while (att_rp->objects != -1)
ObjRelink(att_rp->objects,ROOMNUM(base_rp));
//Delete the old room
DeleteRoomFromMine(att_rp);
//Get rid of duplicate verts
RemoveDuplicatePoints(base_rp);
//Done!
World_changed = 1;
return 1;
}
//Creates a an external room and links the specified faces to it
//Parameters: rp - the room to connect to the new room
// nfaces - how many faces connect to the new room (this becomes the number of portals)
// facenums - the list of faces to connect
void LinkToExternalRoom(room *rp,int nfaces,int *facenums)
{
int vert_xlate[MAX_VERTS_PER_ROOM];
int v,i,nverts=0;
for (i=0;i<rp->num_verts;i++)
vert_xlate[i] = -1;
for (i=0;i<nfaces;i++) {
face *fp = &rp->faces[facenums[i]];
for (v=0;v<fp->num_verts;v++) {
int vertnum = fp->face_verts[v];
if (vert_xlate[vertnum] == -1)
vert_xlate[vertnum] = nverts++;
}
}
room *newrp = CreateNewRoom(nverts,nfaces);
newrp->flags |= RF_EXTERNAL;
for (i=0;i<rp->num_verts;i++) {
if (vert_xlate[i] != -1)
newrp->verts[vert_xlate[i]] = rp->verts[i];
}
for (i=0;i<nfaces;i++) {
face *newfp = &newrp->faces[i], *fp = &rp->faces[facenums[i]];
InitRoomFace(newfp,fp->num_verts);
for (v=0;v<fp->num_verts;v++)
newfp->face_verts[v] = vert_xlate[fp->face_verts[fp->num_verts-v-1]];
#ifndef NEWEDITOR
newfp->tmap = fp->tmap;
#else
// Apply texture
HTextureApplyToRoomFace(newrp,i,newfp->tmap);
#endif
if (! ComputeFaceNormal(newrp,i))
Int3();
LinkRooms(Rooms,ROOMNUM(rp),facenums[i],ROOMNUM(newrp),i);
}
AssignDefaultUVsToRoom(newrp);
World_changed = 1;
}
extern bool Disable_editor_rendering;
//Splits a face into two pieces
//Parameters: rp,facenum - the face to split
// v0,v1 - the two verts that will form the new edge
void SplitFace(room *rp,int facenum,int v0,int v1)
{
face *fp = &rp->faces[facenum],*nfp;
int first_new_face,i;
if (v0 == v1) {
OutrageMessageBox("You cannot split a face using the same point twice.");
return;
}
if (v1 < v0)
{int t = v1; v1 = v0; v0 = t;}
if (v1 == (v0+1) % fp->num_verts) {
OutrageMessageBox("You cannot split a face using two adjacent points.");
return;
}
if (fp->num_verts == 3) {
OutrageMessageBox("Face %d has three verts and cannot be split.",facenum);
return;
}
if (fp->portal_num != -1) {
OutrageMessageBox("You cannot split a face that's part of a portal.");
return;
}
if (fp->flags & (FF_HAS_TRIGGER+FF_FLOATING_TRIG)) {
OutrageMessageBox("You cannot split a face that has a trigger.");
return;
}
Disable_editor_rendering = 1;
//Add new faces
first_new_face = RoomAddFaces(rp,2);
//Reset pointer to our old face
fp = &rp->faces[facenum];
//Set up each face
bool ok[2];
for (i=0,nfp=&rp->faces[first_new_face];i<2;i++,nfp++) {
int nv,startv;
if (i==0) {
nv = v1-v0+1;
startv = v0;
} else {
nv = fp->num_verts-(v1-v0)+1;
startv = v1;
}
InitRoomFace(nfp,nv);
//Set verts & uvls for this face
for (int v=0;v<nv;v++) {
nfp->face_verts[v] = fp->face_verts[(startv+v)%fp->num_verts];
nfp->face_uvls[v] = fp->face_uvls[(startv+v)%fp->num_verts];
}
//Copy other data for this face
CopyFaceFlags(nfp,fp);
#ifndef NEWEDITOR
nfp->tmap = fp->tmap;
#else
// Apply texture
HTextureApplyToRoomFace(rp,first_new_face+i,fp->tmap);
#endif
nfp->light_multiple = fp->light_multiple;
//Compute the normal for this face
ok[i] = ComputeFaceNormal(rp,first_new_face+i);
}
//Bail if either face is degenerate
if (!ok[0] || !ok[1]) {
OutrageMessageBox("Cannot form face here: one new face is degenerate.");
DeleteRoomFace(rp,first_new_face);
DeleteRoomFace(rp,first_new_face+1);
Disable_editor_rendering = 0;
return;
}
//Delete original face
DeleteRoomFace(rp,facenum);
//We're done
EditorStatus("Face %d replaced by new faces %d & %d",facenum,first_new_face-1,first_new_face);
Disable_editor_rendering = 0;
#ifndef NEWEDITOR
World_changed = 1;
#endif
}
//Adds a point to an edge
void SplitEdge(room *rp,int facenum,int edgenum,float position)
{
face *fp = &rp->faces[facenum];
int vert1 = (edgenum+1)%fp->num_verts;
vector *v0,*v1,newv;
v0 = &rp->verts[fp->face_verts[edgenum]];
v1 = &rp->verts[fp->face_verts[vert1]];
newv = *v0 + (*v1 - *v0) * position;
AddPointToAllEdges(rp,fp->face_verts[edgenum],fp->face_verts[vert1],&newv);
World_changed = 1;
}
#define MIN_NORMAL_MAG 0.035
int FindConnectedFace(room *rp,int facenum,int edgenum,int startface);
//Deletes a vertex from an face
//Only deletes if the two adjacent edges are colinear, and there isn't a T-joint at this point
void DeleteVert(room *rp,int facenum,int vertnum)
{
face *fp = &rp->faces[facenum];
vector normal;
float mag;
int f0,f1;
int prev_vertnum = (vertnum+fp->num_verts-1)%fp->num_verts;
mag = vm_GetNormal(&normal,
&rp->verts[fp->face_verts[prev_vertnum]],
&rp->verts[fp->face_verts[vertnum]],
&rp->verts[fp->face_verts[(vertnum+1)%fp->num_verts]]);
if (mag >= MIN_NORMAL_MAG) {
OutrageMessageBox("Can't remove point: edges aren't colinear.");
return;
}
//Make sure there isn't a t-joint at this face
f0 = FindConnectedFace(rp,facenum,prev_vertnum,0);
f1 = FindConnectedFace(rp,facenum,vertnum,0);
if ((f0 != -1) && (f1 != -1) && (f0 != f1)) {
OutrageMessageBox("Can't delete vertex: apparent T-joint with faces %d & %d\n",f0,f1);
return;
}
//Delete the point on our passed face
DeletePointFromFace(rp,facenum,vertnum);
//Delete the point on the connected face
face *fp2 = &rp->faces[f0];
for (int v2=0;v2<fp2->num_verts;v2++)
if (fp2->face_verts[v2] == fp->face_verts[vertnum])
break;
ASSERT(v2 < fp2->num_verts);
DeletePointFromFace(rp,f0,v2);
#ifndef NEWEDITOR
World_changed = 1;
#endif
}
//Moves a vertex along its two adjacent edges
//Only moves if the two adjacent edges are colinear
void MoveVert(room *rp,int facenum,int vertnum,float new_position)
{
face *fp = &rp->faces[facenum];
vector normal;
float mag;
int prev_vertnum = (vertnum+fp->num_verts-1)%fp->num_verts;
int next_vertnum = (vertnum+1)%fp->num_verts;
vector *v0,*v1,newv;
mag = vm_GetNormal(&normal,
&rp->verts[fp->face_verts[prev_vertnum]],
&rp->verts[fp->face_verts[vertnum]],
&rp->verts[fp->face_verts[next_vertnum]]);
if (mag >= MIN_NORMAL_MAG) {
OutrageMessageBox("Can't move point: edges aren't colinear.");
return;
}
v0 = &rp->verts[fp->face_verts[prev_vertnum]];
v1 = &rp->verts[fp->face_verts[next_vertnum]];
newv = *v0 + (*v1 - *v0) * new_position;
rp->verts[fp->face_verts[vertnum]] = newv;
World_changed = 1;
}
#include "polymodel.h"
//Incorporates the geometry from the specified object into the specified room. Deletes the object.
//Returns true if worked, false if some error
bool MergeObjectIntoRoom(room *rp,int objnum)
{
object *objp = &Objects[objnum];
ASSERT(objp->render_type == RT_POLYOBJ);
poly_model *pm = GetPolymodelPointer(objp->rtype.pobj_info.model_num);
if (pm->n_models > 1) {
#ifndef NEWEDITOR
OutrageMessageBox("Cannot merge: Only supported for objects with one submodel.\n\nIf you really need this functions for objects with multiple submodles, talk to MattT.");
#else
OutrageMessageBox("Cannot merge: Only supported for objects with one submodel.");
#endif
return 0;
}
if (! pm->n_ground) {
OutrageMessageBox("Cannot merge: The object must have a ground plane to merge.");
return 0;
}
if (OBJECT_OUTSIDE(objp)) {
OutrageMessageBox("Cannot merge: The object is outside.");
return 0;
}
if (objp->roomnum != ROOMNUM(rp)) {
OutrageMessageBox("Cannot merge: The object is not in the specified room.");
return 0;
}
//Get points to model data
bsp_info *sm = &pm->submodel[0];
//Add verts to room
int first_new_vert = RoomAddVertices(rp,sm->nverts);
//Rotate the points and copy them to the room
matrix rotmat = ~objp->orient;
for (int i=0;i<sm->nverts;i++) {
rp->verts[first_new_vert+i] = objp->pos + sm->verts[i] * rotmat;
}
//Add faces to the room
int first_new_face = RoomAddFaces(rp,sm->num_faces);
//Copy the faces
for (i=0;i<sm->num_faces;i++) {
polyface *pfp = &sm->faces[i];
face *fp = &rp->faces[first_new_face+i];
InitRoomFace(fp,pfp->nverts);
for (int v=0;v<fp->num_verts;v++) {
fp->face_verts[v] = first_new_vert + pfp->vertnums[v];
fp->face_uvls[v].u = pfp->u[v];
fp->face_uvls[v].v = pfp->v[v];
}
#ifndef NEWEDITOR
fp->tmap = pm->textures[pfp->texnum];
#else
// Apply texture
HTextureApplyToRoomFace(rp,first_new_face+i,pm->textures[pfp->texnum]);
#endif
if (! ComputeFaceNormal(rp,first_new_face+i))
Int3(); //Bad! Get Matt!
}
//Kill the object
ObjDelete(objnum);
//Done!
World_changed = 1;
return 1;
}
void MarkFaceForDeletion(room *rp,int facenum)
{
face *fp = &rp->faces[facenum];
//Mark this face
fp->tmap = -1;
//Find connect faces
for (int e=0;e<fp->num_verts;e++) {
int t = -1;
while ((t = FindConnectedFace(rp,facenum,e,t+1)) != -1) {
if (rp->faces[t].tmap != -1)
MarkFaceForDeletion(rp,t);
}
}
}
//Delete all the faces connected to the specified face
void DeleteAllConnectedFaces(room *rp,int facenum)
{
//Make sure no faces using tmap of -1
for (int f=0;f<rp->num_faces;f++)
ASSERT(rp->faces[f].tmap != -1);
//Do recursive marking
MarkFaceForDeletion(rp,facenum);
//Now delete the faces
for (f=0;f<rp->num_faces;) {
if (rp->faces[f].tmap == -1)
DeleteRoomFace(rp,f);
else
f++;
}
//Done
World_changed = 1;
}
//returns the number of faces changed
int PropagateToConnectedFacesSub(room *rp,int facenum,bool *face_checked)
{
int n_changed = 0;
face_checked[facenum] = 1;
face *fp = &rp->faces[facenum];
for (int e=0;e<fp->num_verts;e++) {
int t = -1;
do {
t = FindConnectedFace(rp,facenum,e,t+1);
if ((t != -1) && !face_checked[t]) {
if (NormalsAreSame(&fp->normal,&rp->faces[t].normal)) {
HTexturePropagateToFace(rp,t,rp,facenum);
n_changed++;
n_changed += PropagateToConnectedFacesSub(rp,t,face_checked);
}
}
} while (t != -1);
}
return n_changed;
}
void PropagateToConnectedFaces(room *rp,int facenum)
{
bool face_checked[MAX_FACES_PER_ROOM];
int f,n_changed;
for (f=0;f<rp->num_faces;f++)
face_checked[f] = 0;
face_checked[facenum] = 1;
n_changed = PropagateToConnectedFacesSub(rp,facenum,face_checked);
EditorStatus("%d faces were retextured.",n_changed);
if (n_changed)
World_changed = 1;
}