Descent3/editor/HRoom.cpp
2024-09-25 23:47:03 +03:00

3255 lines
97 KiB
C++

/*
* 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 "mono.h"
#include "terrain.h"
#include "HTexture.h"
#include "trigger.h"
#include "pserror.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);
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; 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 (int 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;
}
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) {
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
// 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)) {
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);
}
}
}
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];
int v2;
for (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 (int 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 (int 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;
}