/* * 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 . --- 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 #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;iverts[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;ifaces[0].face_verts[i] = i; InitRoomFace(&rp->faces[1],cnv); for (i=0;ifaces[1].face_verts[i] = cnv*2-1-i; for (i=0;ifaces[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;ifaces[i].tmap = i+1; } #else int texnum = Editor_state.GetCurrentTexture(); //Set normals & textures for each face for (i=0;iSetPrim(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); 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); 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;vnum_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;inum_verts;i++) newroomp->verts[i] = ((attroomp->verts[i] - attcenter) * Placed_room_rotmat) + basecenter; //Copy faces to new room for (i=0;inum_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;ivec,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;fnum_faces;f++,fp++) { for (v=0;vnum_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;iverts[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;edgenumnum_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;inum_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;iface_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;ifaces[first_new_face+i]; InitRoomFace(fp,newface_nvs[i]); for (int j=0;jface_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;ifaces[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;tnum_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;tface_verts[t] = old_verts[t]; fp->face_uvls[t] = old_uvls[t]; } fp->face_verts[t++] = newvertnum; //fp0->face_uvls[t] = ?? for (;tnum_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;tnum_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;tface_verts[t] = old_verts[t]; fp->face_uvls[t] = old_uvls[t]; } for (;tnum_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;inum_verts;i++) { for (j=0;jnum_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;n0face_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;iverts[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;ifaces[0].face_verts[i] = i; InitRoomFace(&newroomp->faces[1],nv); for (i=0;ifaces[1].face_verts[i] = nv*2-1-i; for (i=0;ifaces[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;ifaces[i].tmap = i+1; #else int texnum = Editor_state.GetCurrentTexture(); // Apply texture for (i=0;ifaces[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;iverts[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;iverts[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;tface_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;iverts[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;iface_verts[(first0+i)%nv0]; uvllist[nv] = fp0->face_uvls[(first0+i)%nv0]; nv++; } for (i=0;iface_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;iface_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;pnum_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;pnum_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; inum_faces; i++) LevelTexDecrementTexture(rp->faces[i].tmap); #endif //Delete any triggers in this room face *fp; for (i=0,fp=rp->faces;inum_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;inum_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;f0num_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;f1num_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;inum_verts;i++) { for (j=0;jnum_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;nnum_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;f0num_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;f1num_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;inum_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;inum_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;fnum_faces;f++,fp++) for (v=0;vnum_verts;v++) if ((fp->face_verts[v] == v1) && (fp->face_verts[(v+1)%fp->num_verts] == v0)) return f; return -1; } 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;vnum_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) { uint8_t face_flags[MAX_FACES_PER_ROOM]; //Clear flags for (int i=0;inum_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];iface_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;inum_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;pnum_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;fnum_faces;f++,fp++) { //if (fp->portal_num == -1) { //don't check portal faces recheck_face:; for (v=0;vnum_verts;v++) { int vv0 = fp->face_verts[v], vv1 = fp->face_verts[(v+1)%fp->num_verts]; for (f2=0,fp2=rp->faces;f2num_faces;f2++,fp2++) { if (f2 != f) { for (v2=0;v2num_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 //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;f2num_faces;f2++,fp2++) { if (f2 != f) { for (v2=0;v2num_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)) { 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;pnum_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); } } } 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 and 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;iverts[i] = rp0->verts[fp0->face_verts[i]]; for (i=0;iverts[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;iverts[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;iverts[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;ifaces[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;inum_verts;i++) rp->faces[nfaces-2].face_verts[i] = nv0 - 1 - i; InitRoomFace(&rp->faces[nfaces-1],fp1->num_verts); for (i=0;inum_verts;i++) rp->faces[nfaces-1].face_verts[i] = fp0->num_verts+i; //Set normals & textures for each face for (i=0;ifaces[i].tmap = i+1; #else int texnum = Editor_state.GetCurrentTexture(); for (i=0;iSetPrim(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;iface_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;inum_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;inum_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];inum_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;vnum_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;inum_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;inum_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;inum_verts;i++) vert_xlate[i] = -1; for (i=0;ifaces[facenums[i]]; for (v=0;vnum_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;inum_verts;i++) { if (vert_xlate[i] != -1) newrp->verts[vert_xlate[i]] = rp->verts[i]; } for (i=0;ifaces[i], *fp = &rp->faces[facenums[i]]; InitRoomFace(newfp,fp->num_verts); for (v=0;vnum_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;vface_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;v2num_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;inverts;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;inum_faces;i++) { polyface *pfp = &sm->faces[i]; face *fp = &rp->faces[first_new_face+i]; InitRoomFace(fp,pfp->nverts); for (int v=0;vnum_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;enum_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;fnum_faces;f++) ASSERT(rp->faces[f].tmap != -1); //Do recursive marking MarkFaceForDeletion(rp,facenum); //Now delete the faces for (f=0;fnum_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;enum_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;fnum_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; }