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Generated using script: for file in \$(find ./legacy -type f | \grep -E "\.cpp|\.h") do mv $file temp.xxx cp gplheader $file cat temp.xxx >> $file done
139 lines
3.3 KiB
C++
139 lines
3.3 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Edoors.cpp
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#ifndef NEWEDITOR
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#include "d3edit.h"
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#else
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#include "globals.h"
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#define texdlg_texture GetCurrentTexture()
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#endif
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#include "polymodel.h"
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#include "erooms.h"
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#include "room.h"
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#include "door.h"
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#include "hroom.h"
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#include "pserror.h"
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void PlaceDoor(room *baseroomp,int baseface,int placed_door)
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{
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poly_model *po=GetPolymodelPointer (GetDoorImage(placed_door));
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int i,t;
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int num_faces=0,num_verts=0;
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int got_shell=0,got_front=0;
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bsp_info *front_sm,*shell_sm;
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room *rp;
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int front_face_index;
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int front_remap_points[30];
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for (i=0;i<po->n_models;i++)
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{
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bsp_info *sm=&po->submodel[i];
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if (sm->flags & SOF_SHELL)
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{
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got_shell=1;
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num_verts+=sm->nverts;
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num_faces+=sm->num_faces;
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shell_sm=&po->submodel[i];
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}
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if (sm->flags & SOF_FRONTFACE)
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{
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got_front=1;
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num_verts+=sm->nverts;
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num_faces++;
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front_sm=&po->submodel[i];
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}
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}
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if (!got_shell || !got_front)
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{
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Int3(); // This door is improperly specified in 3dsmax
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return;
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}
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rp = CreateNewRoom(num_verts,num_faces,1);
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ASSERT (rp!=NULL);
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// Create the actual room walls
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int index=0;
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for (i=0;i<shell_sm->nverts;i++,index++)
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{
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rp->verts[index]=shell_sm->verts[i];
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}
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for (i=0;i<front_sm->nverts;i++,index++)
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{
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rp->verts[index]=front_sm->verts[i];
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}
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index=0;
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for (i=0;i<shell_sm->num_faces;i++,index++)
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{
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InitRoomFace(&rp->faces[index],shell_sm->faces[i].nverts);
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ASSERT (rp->faces[index].face_verts);
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ASSERT (rp->faces[index].face_uvls);
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rp->faces[index].tmap=D3EditState.texdlg_texture;
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for (t=0;t<rp->faces[index].num_verts;t++)
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rp->faces[index].face_verts[t]=shell_sm->faces[i].vertnums[t];
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}
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ASSERT (front_sm->num_faces==1);
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front_face_index=index;
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InitRoomFace(&rp->faces[index],front_sm->faces[0].nverts);
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rp->faces[index].tmap=D3EditState.texdlg_texture;
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// Now find the points on the front face that are the same as the shell
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for (i=0;i<front_sm->nverts;i++)
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front_remap_points[i]=-1;
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vector diff_vec=front_sm->offset-shell_sm->offset;
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for (i=0;i<shell_sm->nverts;i++)
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for (t=0;t<front_sm->nverts;t++)
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{
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vector testvec=front_sm->verts[t]+diff_vec;
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if ((PointsAreSame(&shell_sm->verts[i],&testvec)))
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front_remap_points[t]=i;
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}
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for (i=0;i<front_sm->nverts;i++)
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ASSERT (front_remap_points[i]!=-1);
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for (t=0;t<rp->faces[index].num_verts;t++)
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rp->faces[index].face_verts[t]=front_remap_points[front_sm->faces[0].vertnums[t]];
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// Reset some values
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if (! ResetRoomFaceNormals (rp))
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Int3(); //Get Matt
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AssignDefaultUVsToRoom (rp);
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// Now use to the attach room code to actually place this door's room
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PlaceRoom(baseroomp,baseface,rp-Rooms,front_face_index,placed_door);
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} |