mirror of
https://github.com/kevinbentley/Descent3.git
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348 lines
11 KiB
C++
348 lines
11 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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--- HISTORICAL COMMENTS FOLLOW ---
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* $Logfile: /DescentIII/Main/editor/rotateroom.cpp $
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* $Revision: 1.1.1.1 $
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* $Date: 2003-08-26 03:57:38 $
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* $Author: kevinb $
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*
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*
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* $Log: not supported by cvs2svn $
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*
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* 7 9/01/98 12:04p Matt
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* Ripped out multi-face portal code
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*
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* 6 4/08/98 12:10p Jason
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* fixed bug where portal faces would get splintered
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*
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* 5 12/23/97 1:33p Samir
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* Added pserror.h
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*
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* 4 8/01/97 12:50p Jason
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* added code to support scaling of rooms/faces/edges
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*
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* 3 7/31/97 4:37p Jason
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* rotate room now triangulates non-planar faces
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*
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* 2 7/31/97 3:31p Jason
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* added functions to rotate portal rooms
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*
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* 1 7/31/97 10:35a Jason
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* file for rotating rooms
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*
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* $NoKeywords: $
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*/
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#include "RotateRoom.h"
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#include "d3edit.h"
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#include "selectedroom.h"
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#include "erooms.h"
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#include "pserror.h"
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void RotateRooms(angle p, angle h, angle b) {
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int checkfaces[MAX_FACES_PER_ROOM];
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int checkcount = 0;
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matrix rotmat, roommat;
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vector rotpoint, portal_normal;
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int t, v, i, k;
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int marked_portalnum = -1;
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int cur_portalnum = -1;
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if (Curroomp == Markedroomp || Markedroomp == NULL) {
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OutrageMessageBox("You do not have a valid room marked.");
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return;
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}
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for (i = 0; i < Markedroomp->num_portals; i++) {
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if (Markedroomp->portals[i].croom == (Curroomp - Rooms)) {
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marked_portalnum = i;
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break;
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}
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}
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if (marked_portalnum == -1) {
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OutrageMessageBox("The marked room is not connected to the current room!");
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return;
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}
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for (i = 0; i < Curroomp->num_portals; i++) {
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if (Curroomp->portals[i].croom == (Markedroomp - Rooms)) {
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cur_portalnum = i;
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break;
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}
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}
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if (cur_portalnum == -1) {
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OutrageMessageBox("The marked room is not connected to the current room!");
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return;
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}
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// Save the list so we can use it
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SaveRoomSelectedList();
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Curroomp->portals[cur_portalnum].croom = -1; // detach base
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SelectConnectedRooms(Curroomp - Rooms);
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Curroomp->portals[cur_portalnum].croom = Markedroomp - Rooms;
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// Make sure valid rooms are selected
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if (IsRoomSelected(Markedroomp - Rooms)) {
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RestoreRoomSelectedList();
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OutrageMessageBox("Cannot rotate: rooms connect back to base room.");
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return;
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}
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// Compute point & matrix for rotation
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ComputePortalCenter(&rotpoint, Curroomp, cur_portalnum);
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vm_AnglesToMatrix(&rotmat, p, h, b); // get desired rotation
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face *fp = &Curroomp->faces[Curroomp->portals[cur_portalnum].portal_face];
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ComputeNormal(&portal_normal, fp->num_verts, fp->face_verts, Curroomp->verts);
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portal_normal *= -1.0; // reverse it!
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vm_VectorToMatrix(&roommat, &portal_normal, NULL, NULL);
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rotmat = roommat * ~rotmat * ~roommat; // get rotation relative to start room
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// Now rotate all the points
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for (i = 0; i < N_selected_rooms; i++) {
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room *rp = &Rooms[Selected_rooms[i]];
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for (v = 0; v < rp->num_verts; v++) {
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if (rp == Curroomp) {
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face *fp = &Curroomp->faces[Curroomp->portals[cur_portalnum].portal_face];
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for (t = 0; t < fp->num_verts; t++)
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if (v == fp->face_verts[t])
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goto Skipit;
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}
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rp->verts[v] = ((rp->verts[v] - rotpoint) * rotmat) + rotpoint;
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Skipit:;
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}
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// Rotate all the normals
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for (t = 0; t < rp->num_faces; t++)
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rp->faces[t].normal = rp->faces[t].normal * rotmat;
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}
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// Now I guess we're done
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RestoreRoomSelectedList();
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// Go through face list and build a list of faces that touch the vertices
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// that make up the portal we're modifying...
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fp = &Curroomp->faces[Curroomp->portals[cur_portalnum].portal_face];
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for (i = 0; i < fp->num_verts; i++) {
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int checkvert = fp->face_verts[i];
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for (t = 0; t < Curroomp->num_faces; t++) {
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face *fp = &Curroomp->faces[t];
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for (int l = 0; l < Curroomp->num_portals; l++)
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if (Curroomp->portals[l].portal_face == t)
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goto skipface;
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for (v = 0; v < fp->num_verts; v++) {
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if (fp->face_verts[v] == checkvert) {
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for (k = 0; k < checkcount; k++) {
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if (checkfaces[k] == t)
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break;
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}
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if (k == checkcount) {
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checkfaces[checkcount] = t;
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checkcount++;
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}
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}
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}
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skipface:;
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}
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}
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// Now fix them!
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if (checkcount > 0)
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FixConcaveFaces(Curroomp, checkfaces, checkcount);
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// If the rotated seg is floating, recompute uvs for connected seg
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// CalcFloatUVs(&Segments[baseseg],baseside);
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// Set flags
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World_changed = 1;
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return;
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}
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/*
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//Move a floating segment (and all the segments attached to it)
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//Parameters: dx,dy - how much to move the segment, releative to its right & up vectors
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void MoveFloatSegment(float dx,float dy)
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{
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uint8_t selected_vert[MAX_VERTICES];
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matrix segmat;
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vector deltav;
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int baseseg,baseside;
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int s,v,i;
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segment *segp;
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if (! (Cursegp->sides[Curside].flags & SDF_FLOATING)) {
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OutrageMessageBox("Curseg/Curside must be floating for this operation.");
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return;
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}
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//Save the list so we can use it
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SaveSelectedList();
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//Select all segments for rotation
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baseseg = Cursegp->children[Curside];
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Cursegp->children[Curside] = -1; //detach base
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SelectConnectedSegs(Cursegp-Segments);
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Cursegp->children[Curside] = baseseg; //re-attach base
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baseside = FindConnectSide(Cursegp,&Segments[baseseg]);
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//Make sure valid segments are selected
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if (IsSelected(baseseg)) {
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RestoreSelectedList();
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OutrageMessageBox("Cannot rotate: segments connect back to base segment.");
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return;
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}
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//Flag vertices to rotate
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for (v=0;v<MAX_VERTICES;v++)
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selected_vert[v] = 0;
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for (i=0;i<N_selected_segs;i++) {
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segp = &Segments[Selected_segs[i]];
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for (v=0;v<VPS;v++)
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selected_vert[segp->verts[v]] = 1;
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}
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//Check and fix any selected verts used by non-selected segments
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for (s=0,segp=Segments;s<=Highest_segment_index;s++,segp)
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if (! segp->flags & SF_UNUSED_SEGMENT) {
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for (v=0;v<VPS;v++) {
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int vertnum = segp->verts[v];
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if (selected_vert[vertnum]) { //shared vert!
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int new_vertnum;
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new_vertnum = AddDuplicateVertex(&Vertices[segp->verts[v]]);
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selected_vert[vertnum] = 0; //old is not in list
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selected_vert[new_vertnum] = 1; //new is in list
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//Go through selected list, & remap verts
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for (i=0;i<N_selected_segs;i++) {
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segment *segp = &Segments[Selected_segs[i]];
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for (v=0;v<VPS;v++)
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if (segp->verts[v] == vertnum)
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segp->verts[v] = new_vertnum;
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}
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}
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}
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}
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//Compute the delta vector
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ExtractMatrixFromSeg(Cursegp,Side_opposite[Curside],&segmat);
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deltav = segmat.uvec * dy + segmat.rvec * dx;
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//Now translate all the points
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for (v=0;v<MAX_VERTICES;v++)
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if (selected_vert[v])
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Vertices[v] += deltav;
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//Now move all the objects in the segments
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for (s=0;s<N_selected_segs;s++) {
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int o;
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for (o=Segments[Selected_segs[s]].objects;o!=-1;o=Objects[o].next)
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Objects[o].pos += deltav;
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}
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//Now I guess we're done
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RestoreSelectedList();
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//Fix up modified segment
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ValidateSegment(Cursegp);
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//Warn user if segment broken
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WarnIfConcaveSegment(Cursegp);
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//If the rotated seg is floating, recompute uvs for connected seg
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CalcFloatUVs(&Segments[baseseg],baseside);
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//Set flags
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World_changed = 1;
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return;
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}
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// Rotates a segment
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// segment must have 1 and only 1 connection for this to work.
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int RotateSegment(segment *seg, angle p, angle h, angle b)
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{
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vector rotpoint;
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matrix segmat;
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matrix rotmat;
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int v, s, count, attside, rotside;
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int o,side;
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// Find side of attachment and side to be rotated.
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count = 0;
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for (s=0; s<SIDES_PER_SEGMENT; s++)
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if (IS_CHILD(seg->children[s])) {
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count++;
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attside = s;
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}
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// rotside = 0;
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// while ((destseg->children[destside] != seg-Segments) && (destside < MAX_SIDES_PER_SEGMENT))
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// destside++;
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rotside = Side_opposite[attside];
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// Return if passed in segment is connected to other than 1 segment.
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if (count != 1) return 1;
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vm_AnglesToMatrix(&rotmat, p,h,b);
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ComputeCenterPointOnSide(&rotpoint,seg,attside);
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ExtractMatrixFromSeg(seg,rotside,&segmat); //get this segment's orientation
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rotmat = segmat * ~rotmat * ~segmat; //get rotation relative to start segment
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// remap free vertices to the new orientation
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for (v = 0; v < 4; v++)
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{
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Vertices[seg->verts[Side_to_verts[rotside][v]]] =
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((Vertices[seg->verts[Side_to_verts[rotside][v]]] - rotpoint) * rotmat) + rotpoint;
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}
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// Now rotate the surface normals and the objects in the segments
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for (o=seg->objects;o!=-1;o=Objects[o].next)
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Objects[o].pos = ((Objects[o].pos - rotpoint) * rotmat) + rotpoint;
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for (side=0;side<SPS;side++)
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{
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seg->sides[side].normals[0] = seg->sides[side].normals[0] * rotmat;
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seg->sides[side].normals[1] = seg->sides[side].normals[1] * rotmat;
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}
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// Fix up modified segment
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ValidateSegment(seg);
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// Warn user if segment broken
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WarnIfConcaveSegment(seg);
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// Set flags
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World_changed = 1;
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return 0;
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}
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*/
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