mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
25c4837b1d
Add `"mono.h"` where needed.
560 lines
16 KiB
C++
560 lines
16 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/EPath.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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* Code to create & modify paths
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*
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* $Log: not supported by cvs2svn $
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*
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* 13 8/20/99 9:43p Gwar
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* changes to InsertNodeIntoPath and DrawAllPaths for NEWEDITOR
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*
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* 12 8/18/99 7:00a Gwar
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* changes to add EPath.cpp to NEWEDITOR project
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*
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* 11 4/18/99 5:42a Chris
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* Added the FQ_IGNORE_RENDER_THROUGH_PORTALS flag
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*
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* 10 2/26/99 6:14p Matt
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* Made new nodes go at the viewer position instead of in front of it, and
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* make the selected path draw in a different color than the others.
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*
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* 9 2/26/99 12:40p Matt
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* Changed occluded messages to (hopefully) be more understandable
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*
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* 8 2/26/99 12:26p Matt
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* Fixed spelling error.
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*
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* 7 2/18/99 2:01p Dan
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* Fixed outside/inside problem
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*
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* 6 2/08/99 3:29p Chris
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* Added a no orient move for objects
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*
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* 5 2/03/99 6:56p Chris
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* Added the "Move node to current object" function
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*
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* 4 10/14/98 2:48p Kevin
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* Changed memory code to comply with mem lib
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*
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* 3 5/03/98 8:36p Chris
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* Additional debug info
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*
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* 2 2/10/98 10:48a Matt
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* Moved editor code from gamepath.cpp to epath.cpp
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*
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* 1 2/10/98 10:13a Matt
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*
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*/
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#include <memory.h>
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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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#include "terrain.h"
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#include "renderer.h"
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#endif
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#include "epath.h"
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#include "mono.h"
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#include "object.h"
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#include "findintersection.h"
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uint8_t Show_paths = 1;
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// Allocs a gamepath that a robot will follow. Returns an index into the GamePaths
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// array
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int AllocGamePath() {
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int i;
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if (Viewer_object->flags & OF_OUTSIDE_MINE) {
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OutrageMessageBox("You must be in a room or on the terrain to create a path");
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return -1;
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}
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for (i = 0; i < MAX_GAME_PATHS; i++) {
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if (GamePaths[i].used == 0) {
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GamePaths[i].used = 1;
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GamePaths[i].name[0] = 0;
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GamePaths[i].num_nodes = 0;
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GamePaths[i].flags = 0;
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GamePaths[i].pathnodes = (node *)mem_malloc(MAX_NODES_PER_PATH * sizeof(node));
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mprintf(0, "Path %d got some\n", i);
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Num_game_paths++;
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return i;
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}
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}
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OutrageMessageBox("ERROR: Too many paths to add another.");
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return -1;
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}
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int MovePathNode(int pathnum, int nodenum, vector *delta_pos) {
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vector attempted_pos = GamePaths[pathnum].pathnodes[nodenum].pos + *delta_pos;
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return MovePathNodeToPos(pathnum, nodenum, &attempted_pos);
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}
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int MovePathNodeToPos(int pathnum, int nodenum, vector *attempted_pos) {
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fvi_query fq;
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fvi_info hit_info;
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fq.p0 = &GamePaths[pathnum].pathnodes[nodenum].pos;
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fq.startroom = GamePaths[pathnum].pathnodes[nodenum].roomnum;
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fq.p1 = attempted_pos;
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fq.rad = 0.0f;
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fq.thisobjnum = -1;
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fq.ignore_obj_list = NULL;
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fq.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
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fvi_FindIntersection(&fq, &hit_info);
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// Check if new node is valid
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if (nodenum >= 1) {
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fvi_query fq1;
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fvi_info hit_info1;
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fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum - 1].pos;
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fq1.startroom = GamePaths[pathnum].pathnodes[nodenum - 1].roomnum;
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fq1.p1 = &hit_info.hit_pnt;
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fq1.rad = 0.0f;
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fq1.thisobjnum = -1;
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fq1.ignore_obj_list = NULL;
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fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
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fvi_FindIntersection(&fq1, &hit_info1);
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if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
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OutrageMessageBox("Cannot move point. There is no line of sight from the previous node to the new position.");
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return -1;
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}
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}
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// Check if new node is valid
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if (nodenum < GamePaths[pathnum].num_nodes - 1) {
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fvi_query fq1;
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fvi_info hit_info1;
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fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum + 1].pos;
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fq1.startroom = GamePaths[pathnum].pathnodes[nodenum + 1].roomnum;
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fq1.p1 = &hit_info.hit_pnt;
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fq1.rad = 0.0f;
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fq1.thisobjnum = -1;
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fq1.ignore_obj_list = NULL;
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fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
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fvi_FindIntersection(&fq1, &hit_info1);
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if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
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OutrageMessageBox("Cannot move point. There is no line of sight from the next node to the new position.");
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return -1;
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}
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}
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GamePaths[pathnum].pathnodes[nodenum].pos = hit_info.hit_pnt;
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GamePaths[pathnum].pathnodes[nodenum].roomnum = hit_info.hit_room;
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return 0;
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}
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// Given a path number, and a node number in that path, adds another node after the
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// specified node
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// Returns the index number of the new node
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// If nodenum is -1, this node was not added
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// roomnum is only valid if this is the first node in a room
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#ifndef NEWEDITOR
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int InsertNodeIntoPath(int pathnum, int nodenum, int flags)
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#else
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int InsertNodeIntoPath(int pathnum, int nodenum, int flags, int roomnum, vector pos, matrix orient)
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#endif
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{
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int i;
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vector attempted_pos;
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fvi_query fq;
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fvi_info hit_info;
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if (Viewer_object->flags & OF_OUTSIDE_MINE) {
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OutrageMessageBox("Error: Must be in mine or on terrain to insert a node.");
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return -1;
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}
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if (GamePaths[pathnum].num_nodes >= MAX_NODES_PER_PATH) {
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OutrageMessageBox("Error: Path already has its maximum amount of nodes.");
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return -1;
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}
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// First, move all nodes up one
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for (i = GamePaths[pathnum].num_nodes - 1; i > nodenum; i--) {
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memcpy(&GamePaths[pathnum].pathnodes[i + 1], &GamePaths[pathnum].pathnodes[i], sizeof(node));
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}
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#ifndef NEWEDITOR
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attempted_pos = Viewer_object->pos; // + Viewer_object->orient.fvec * 10.0;
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#else
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attempted_pos = pos; // + Viewer_object->orient.fvec * 10.0;
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#endif
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#ifndef NEWEDITOR
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fq.p0 = &Viewer_object->pos;
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fq.startroom = Viewer_object->roomnum;
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#else
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fq.p0 = &pos;
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fq.startroom = roomnum;
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#endif
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fq.p1 = &attempted_pos;
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fq.rad = 0.0f;
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fq.thisobjnum = -1;
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fq.ignore_obj_list = NULL;
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fq.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
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fvi_FindIntersection(&fq, &hit_info);
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// Check if new node is valid
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if (nodenum >= 0) {
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fvi_query fq1;
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fvi_info hit_info1;
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fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum].pos;
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fq1.startroom = GamePaths[pathnum].pathnodes[nodenum].roomnum;
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fq1.p1 = &hit_info.hit_pnt;
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fq1.rad = 0.0f;
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fq1.thisobjnum = -1;
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fq1.ignore_obj_list = NULL;
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fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
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fvi_FindIntersection(&fq1, &hit_info1);
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if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
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OutrageMessageBox("Cannot add new point. There is no line of sight from the previous node.");
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return -1;
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}
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}
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// Check if new node is valid
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if (nodenum >= 0 && nodenum < GamePaths[pathnum].num_nodes - 1) {
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fvi_query fq1;
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fvi_info hit_info1;
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fq1.p0 = &GamePaths[pathnum].pathnodes[nodenum + 1].pos;
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fq1.startroom = GamePaths[pathnum].pathnodes[nodenum + 1].roomnum;
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fq1.p1 = &hit_info.hit_pnt;
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fq1.rad = 0.0f;
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fq1.thisobjnum = -1;
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fq1.ignore_obj_list = NULL;
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fq1.flags = FQ_TRANSPOINT | FQ_IGNORE_RENDER_THROUGH_PORTALS;
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fvi_FindIntersection(&fq1, &hit_info1);
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if (vm_VectorDistance(&hit_info.hit_pnt, &hit_info1.hit_pnt) > .005) {
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OutrageMessageBox("Cannot add new point. There is no line of sight from the next node.");
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return -1;
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}
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}
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int newnode = nodenum + 1;
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GamePaths[pathnum].pathnodes[newnode].pos = hit_info.hit_pnt;
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GamePaths[pathnum].pathnodes[newnode].roomnum = hit_info.hit_room;
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#ifndef NEWEDITOR
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GamePaths[pathnum].pathnodes[newnode].fvec = Viewer_object->orient.fvec;
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GamePaths[pathnum].pathnodes[newnode].uvec = Viewer_object->orient.uvec;
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#else
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GamePaths[pathnum].pathnodes[newnode].fvec = orient.fvec;
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GamePaths[pathnum].pathnodes[newnode].uvec = orient.uvec;
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#endif
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GamePaths[pathnum].num_nodes++;
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GamePaths[pathnum].pathnodes[newnode].flags = flags;
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return newnode;
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}
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// Given a pathnum and a node index, deletes that node and moves all the following nodes down
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// by one
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void DeleteNodeFromPath(int pathnum, int nodenum) {
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int i;
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// First, move all nodes up one
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for (i = nodenum; i < GamePaths[pathnum].num_nodes - 1; i++) {
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memcpy(&GamePaths[pathnum].pathnodes[i], &GamePaths[pathnum].pathnodes[i + 1], sizeof(node));
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}
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GamePaths[pathnum].num_nodes--;
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}
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// Gets next path from n that has actually been alloced
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int GetNextPath(int n) {
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int i;
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ASSERT(n >= 0 && n < MAX_GAME_PATHS);
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if (Num_game_paths == 0)
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return -1;
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for (i = n + 1; i < MAX_GAME_PATHS; i++)
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if (GamePaths[i].used)
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return i;
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for (i = 0; i < n; i++)
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if (GamePaths[i].used)
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return i;
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// this is the only one
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return n;
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}
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// Gets previous path from n that has actually been alloced
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int GetPrevPath(int n) {
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int i;
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ASSERT(n >= 0 && n < MAX_GAME_PATHS);
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if (Num_game_paths == 0)
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return -1;
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for (i = n - 1; i >= 0; i--) {
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if (GamePaths[i].used)
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return i;
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}
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for (i = MAX_GAME_PATHS - 1; i > n; i--) {
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if (GamePaths[i].used)
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return i;
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}
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// this is the only one
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return n;
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}
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// returns the index of the first path (from 0) alloced
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// returns -1 if there are no paths
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int GetFirstPath() {
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int i;
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for (i = 0; i < MAX_GAME_PATHS; i++) {
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if (GamePaths[i].used)
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return i;
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}
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return -1;
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}
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#ifndef NEWEDITOR
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#include "editor/d3edit.h"
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#endif
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#include "gr.h"
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void DrawAllPaths(grViewport *vp, vector *viewer_eye, matrix *viewer_orient, float zoom) {
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int i, current_path_index = 0, t;
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g3Point rot_points[300];
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int sort_index[300];
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if (!Show_paths)
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return;
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current_path_index = GetFirstPath();
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for (i = 0; i < Num_game_paths; i++, current_path_index = GetNextPath(current_path_index)) {
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game_path *gp = &GamePaths[current_path_index];
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#ifndef NEWEDITOR
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int curnode = D3EditState.current_node;
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#else
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int curnode = Editor_state.GetCurrentNode();
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#endif
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for (t = 0; t < gp->num_nodes; t++) {
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g3_RotatePoint(&rot_points[t], &gp->pathnodes[t].pos);
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sort_index[t] = t;
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}
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#ifndef NEWEDITOR
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ddgr_color path_color =
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(current_path_index == D3EditState.current_path) ? GR_RGB(255, 255, 255) : GR_RGB(36, 99, 238);
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#else
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ddgr_color path_color =
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(current_path_index == Editor_state.GetCurrentPath()) ? GR_RGB(255, 255, 255) : GR_RGB(36, 99, 238);
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#endif
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for (t = 0; t < gp->num_nodes - 1; t++) {
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g3Point p1 = rot_points[t];
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g3Point p2 = rot_points[t + 1];
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g3_DrawLine(path_color, &p1, &p2);
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}
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for (t = 0; t < gp->num_nodes; t++) {
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for (int k = 0; k < gp->num_nodes; k++) {
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if (rot_points[k].p3_vec.z < rot_points[t].p3_vec.z) {
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g3Point temp;
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int tindex;
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memcpy(&temp, &rot_points[t], sizeof(g3Point));
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memcpy(&rot_points[t], &rot_points[k], sizeof(g3Point));
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memcpy(&rot_points[k], &temp, sizeof(g3Point));
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tindex = sort_index[t];
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sort_index[t] = sort_index[k];
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sort_index[k] = tindex;
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}
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}
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}
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for (t = 0; t < gp->num_nodes; t++) {
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int color;
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float size;
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#ifdef NEWEDITOR
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ddgr_color oldcolor;
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if (TSearch_on) {
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rend_SetPixel(GR_RGB(16, 255, 16), TSearch_x, TSearch_y);
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oldcolor = rend_GetPixel(TSearch_x, TSearch_y);
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}
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#endif
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#ifndef NEWEDITOR
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if (current_path_index == D3EditState.current_path && curnode == sort_index[t])
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#else
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if (current_path_index == Editor_state.GetCurrentPath() && curnode == sort_index[t])
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#endif
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{
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color = GR_RGB(100, 128, 255);
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size = 1.2f;
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} else {
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color = GR_RGB(0, 128, 160);
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size = 1.2f;
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}
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g3_DrawSphere(color, &rot_points[t], size);
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vector fpos = gp->pathnodes[sort_index[t]].pos + gp->pathnodes[sort_index[t]].fvec * (size - size / 10.0);
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vector upos = gp->pathnodes[sort_index[t]].pos + gp->pathnodes[sort_index[t]].uvec * (size - size / 10.0);
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g3Point frot;
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g3Point urot;
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g3_RotatePoint(&frot, &fpos);
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g3_RotatePoint(&urot, &upos);
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g3_DrawLine(GR_RGB(0, 255, 0), &rot_points[t], &frot);
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g3_DrawLine(GR_RGB(0, 0, 255), &rot_points[t], &urot);
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g3_DrawSphere(GR_RGB(0, 255, 0), &frot, size / 10.0);
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g3_DrawSphere(GR_RGB(0, 0, 255), &urot, size / 10.0);
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#ifdef NEWEDITOR
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if (TSearch_on) {
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if (rend_GetPixel(TSearch_x, TSearch_y) != oldcolor) {
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TSearch_found_type = TSEARCH_FOUND_NODE;
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TSearch_seg = current_path_index;
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TSearch_face = sort_index[t];
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}
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}
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#endif
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DrawNumber(sort_index[t] + 1, gp->pathnodes[sort_index[t]].pos, size * .5);
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}
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}
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}
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static float ArrayX[10][20] = {{-1, 1, 1, -1, -1},
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{-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
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{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
|
|
{-1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -.5},
|
|
{-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
|
|
{-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
|
|
{-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
|
|
{-1.0, 1.0, 1.0, 1.0},
|
|
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
|
|
{1.0, -1.0, -1.0, 1.0, 1.0, 1.0}};
|
|
|
|
static float ArrayY[10][20] = {{1, 1, -1, -1, 1},
|
|
{.75, 1.0, 1.0, -1.0, -1.0, -1.0},
|
|
{1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
|
|
{1.0, 1.0, -1.0, -1.0, -1.0, 0, 0.0},
|
|
{1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
|
|
{1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
|
|
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
|
|
{1.0, 1.0, 1.0, -1.0},
|
|
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
|
|
{1.0, 1.0, 0.0, 0.0, 1.0, -1.0}};
|
|
|
|
static int NumOfPoints[] = {5, 6, 10, 7, 6, 10, 10, 4, 10, 6};
|
|
|
|
void DrawNumber(int num, vector pos, float size) {
|
|
g3Point basepnt, rot_pnt[20];
|
|
int num_array[10];
|
|
int i, j;
|
|
int total = num;
|
|
size /= 2;
|
|
|
|
if (num < 0) {
|
|
return;
|
|
}
|
|
|
|
int num_numbers = log10(num) + 1;
|
|
if (num_numbers > 10) {
|
|
mprintf(0, "Cannot represent a number with over 10 digits\n");
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
for (j = num_numbers - 1; j >= 0; j--) {
|
|
num_array[j] = total / (pow(10, j));
|
|
total -= num_array[j] * pow(10, j);
|
|
}
|
|
|
|
for (j = 0; j < num_numbers; j++) {
|
|
vector cur_pos;
|
|
|
|
if (num_numbers & 0x00000001)
|
|
cur_pos = pos + (2.1 * size * ((num_numbers >> 1) - j)) * Viewer_object->orient.rvec;
|
|
else
|
|
cur_pos = pos + (2.1 * size * ((num_numbers >> 1) - j) - size) * Viewer_object->orient.rvec;
|
|
|
|
g3_RotatePoint(&basepnt, &cur_pos);
|
|
|
|
for (i = 0; i < NumOfPoints[num_array[j]]; i++) {
|
|
rot_pnt[i] = basepnt;
|
|
|
|
rot_pnt[i].p3_vec.x += (ArrayX[num_array[j]][i] * size);
|
|
rot_pnt[i].p3_vec.y += (ArrayY[num_array[j]][i] * size);
|
|
|
|
rot_pnt[i].p3_flags = 0;
|
|
g3_CodePoint(&rot_pnt[i]);
|
|
g3_ProjectPoint(&rot_pnt[i]);
|
|
}
|
|
|
|
for (i = 0; i < NumOfPoints[num_array[j]] - 1; i++) {
|
|
g3Point p1, p2;
|
|
|
|
p1 = rot_pnt[i];
|
|
p2 = rot_pnt[i + 1];
|
|
|
|
g3_DrawLine(GR_RGB(255, 255, 255), &p1, &p2);
|
|
}
|
|
}
|
|
}
|