/*
-GenSurf plugin for GtkRadiant
-Copyright (C) 2001 David Hyde, Loki software and qeradiant.com
+ GenSurf plugin for GtkRadiant
+ Copyright (C) 2001 David Hyde, Loki software and qeradiant.com
-This library is free software; you can redistribute it and/or
-modify it under the terms of the GNU Lesser General Public
-License as published by the Free Software Foundation; either
-version 2.1 of the License, or (at your option) any later version.
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
-This library 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
-Lesser General Public License for more details.
+ This library 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
+ Lesser General Public License for more details.
-You should have received a copy of the GNU Lesser General Public
-License along with this library; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-*/
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
#define SINGLE
#ifdef SINGLE
typedef struct
{
float error;
- int node;
+ int node;
} TRITABLE;
double dh, dv;
-int NVP1;
-
-#define Absolute(a) ((a) >= 0.0 ? (a) : -(a))
-
-void MakeDecimatedMap(int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri)
-{
- int compare(TRITABLE *, TRITABLE *);
- int Bisect(NODE *, int, int, int);
- void CalcAngles(NODE *, int *, float *);
- void EdgeOnSide(int *, int *, int *);
- int tricall(int, NODE *, int *, TRI **, TRI **, char *);
- int CheckBorders(int *,int,NODE *,int *,TRI **);
-
- float biggesterror;
- int i, j, N;
- int j0, j1, j2;
- int NumNodesToSave;
- int NumNodesUsed;
+int NVP1;
+
+#define Absolute( a ) ( ( a ) >= 0.0 ? ( a ) : -( a ) )
+
+void MakeDecimatedMap( int *NumNodes, int *NumTris, NODE **pNode, TRI **pTri ){
+ int compare( TRITABLE *, TRITABLE * );
+ int Bisect( NODE *, int, int, int );
+ void CalcAngles( NODE *, int *, float * );
+ void EdgeOnSide( int *, int *, int * );
+ int tricall( int, NODE *, int *, TRI * *, TRI * *, const char * );
+ int CheckBorders( int *,int,NODE *,int *,TRI * * );
+
+ float biggesterror;
+ int i, j, N;
+ int j0, j1, j2;
+ int NumNodesToSave;
+ int NumNodesUsed;
NODE *Node;
TRI *Tri;
TRITABLE *TriTable;
- if(Decimate <= 0) return;
- /*
- ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
- SetCursor(ghCursorCurrent);
- */
- dh = (Hur-Hll)/NH;
- dv = (Vur-Vll)/NV;
- NVP1 = NV+1;
-
- NumNodes[0] = (NH+1)*(NVP1);
- *pNode = (NODE *) malloc(NumNodes[0] * sizeof(NODE));
+ if ( Decimate <= 0 ) {
+ return;
+ }
+ /*
+ ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
+ SetCursor(ghCursorCurrent);
+ */
+ dh = ( Hur - Hll ) / NH;
+ dv = ( Vur - Vll ) / NV;
+ NVP1 = NV + 1;
+
+ NumNodes[0] = ( NH + 1 ) * ( NVP1 );
+ *pNode = (NODE *) malloc( NumNodes[0] * sizeof( NODE ) );
Node = *pNode;
- memset(Node,0,NumNodes[0]*sizeof(NODE));
+ memset( Node,0,NumNodes[0] * sizeof( NODE ) );
// Copy [NH][NV] vertex array to our working node array
- for(i=0,N=0; i<=NH; i++)
+ for ( i = 0,N = 0; i <= NH; i++ )
{
- for(j=0; j<=NV; j++, N++)
+ for ( j = 0; j <= NV; j++, N++ )
{
Node[N].p[0] = (float)xyz[i][j].p[0];
Node[N].p[1] = (float)xyz[i][j].p[1];
// Start things off with the corner values
Node[ 0].used = 1;
Node[NV].used = 1;
- Node[NH*NVP1].used = 1;
- Node[NH*NVP1+NV].used = 1;
+ Node[NH * NVP1].used = 1;
+ Node[NH * NVP1 + NV].used = 1;
NumNodesUsed = 4;
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");
+ tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
// Which coordinates are we triangulating on?
- switch(Plane)
+ switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
// TriTable stores the largest error in a triangle and the node where that
// error occurs
- TriTable = (TRITABLE *) malloc(NH*NV*2 * sizeof(TRITABLE));
- NumNodesToSave = min(NumNodes[0], (int)(0.01*(100-Decimate)*(NumNodes[0]-NumNodesUsed)+NumNodesUsed));
+ TriTable = (TRITABLE *) malloc( NH * NV * 2 * sizeof( TRITABLE ) );
+ NumNodesToSave = min( NumNodes[0], (int)( 0.01 * ( 100 - Decimate ) * ( NumNodes[0] - NumNodesUsed ) + NumNodesUsed ) );
- while(NumNodesUsed < NumNodesToSave)
+ while ( NumNodesUsed < NumNodesToSave )
{
- for(i=0; i<NumTris[0]; i++)
+ for ( i = 0; i < NumTris[0]; i++ )
Tri[i].flag = 0;
// For every node that's not currently used, find what triangle it
// lies on, and the error at this node
- for(i=0, biggesterror=0; i<NumNodes[0]; i++)
+ for ( i = 0, biggesterror = 0; i < NumNodes[0]; i++ )
{
- if(Node[i].used) continue;
- for(j=0, Node[i].tri=-1; (j<NumTris[0]) && (Node[i].tri==-1); j++)
+ if ( Node[i].used ) {
+ continue;
+ }
+ for ( j = 0, Node[i].tri = -1; ( j < NumTris[0] ) && ( Node[i].tri == -1 ); j++ )
{
- if( side(Node[i].p[j1], Node[i].p[j2],
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2]) < 0. ) continue;
- if( side(Node[i].p[j1], Node[i].p[j2],
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2]) < 0. ) continue;
- if( side(Node[i].p[j1], Node[i].p[j2],
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2]) < 0. ) continue;
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
+ continue;
+ }
Node[i].tri = j;
}
- if(Node[i].tri < 0)
- {
- /*
- ghCursorCurrent = ghCursorDefault;
- SetCursor(ghCursorCurrent);
- */
- g_FuncTable.m_pfnMessageBox(g_pRadiantWnd,
- "Error: Couldn't find the triangle bounding a point.",
- "Decimation Error",MB_ICONEXCLAMATION, NULL);
+ if ( Node[i].tri < 0 ) {
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
+ g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
+ "Error: Couldn't find the triangle bounding a point.",
+ "Decimation Error",MB_ICONEXCLAMATION, NULL );
return;
}
- if(!Tri[Node[i].tri].flag)
- {
- PlaneFromPoints(Node[Tri[Node[i].tri].v[0]].p,
- Node[Tri[Node[i].tri].v[1]].p,
- Node[Tri[Node[i].tri].v[2]].p,
- &Tri[Node[i].tri].plane);
+ if ( !Tri[Node[i].tri].flag ) {
+ PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
+ Node[Tri[Node[i].tri].v[1]].p,
+ Node[Tri[Node[i].tri].v[2]].p,
+ &Tri[Node[i].tri].plane );
Tri[Node[i].tri].flag = 1;
}
Node[i].error =
- Node[i].p[j0] - (Tri[Node[i].tri].plane.dist -
- Tri[Node[i].tri].plane.normal[j1]*Node[i].p[j1] -
- Tri[Node[i].tri].plane.normal[j2]*Node[i].p[j2] )/
- Tri[Node[i].tri].plane.normal[j0];
- biggesterror = max(biggesterror,Absolute(Node[i].error));
+ Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
+ Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
+ Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
+ Tri[Node[i].tri].plane.normal[j0];
+ biggesterror = max( biggesterror,Absolute( Node[i].error ) );
}
- if(biggesterror == 0)
+ if ( biggesterror == 0 ) {
NumNodesToSave = NumNodesUsed;
+ }
else
{
// For all current triangles, build a list of worst-case nodes
- memset(TriTable,0,NH*NV*2*sizeof(TRITABLE));
- for(i=0; i<NumNodes[0]; i++)
+ memset( TriTable,0,NH * NV * 2 * sizeof( TRITABLE ) );
+ for ( i = 0; i < NumNodes[0]; i++ )
{
- if(Node[i].used) continue;
- if(Absolute(Node[i].error) > TriTable[Node[i].tri].error)
- {
- TriTable[Node[i].tri].error = (float)(Absolute(Node[i].error));
+ if ( Node[i].used ) {
+ continue;
+ }
+ if ( Absolute( Node[i].error ) > TriTable[Node[i].tri].error ) {
+ TriTable[Node[i].tri].error = (float)( Absolute( Node[i].error ) );
TriTable[Node[i].tri].node = i;
}
}
- qsort( (void *)TriTable, (size_t)(NumTris[0]), sizeof(TRITABLE), (int (*)(const void *, const void *))compare );
- for(i=0; i<NumTris[0] && NumNodesUsed < NumNodesToSave && TriTable[i].error > 0.5*biggesterror; i++)
+ qsort( (void *)TriTable, (size_t)( NumTris[0] ), sizeof( TRITABLE ), ( int ( * )( const void *, const void * ) )compare );
+ for ( i = 0; i < NumTris[0] && NumNodesUsed < NumNodesToSave && TriTable[i].error > 0.5 * biggesterror; i++ )
{
- if(Node[TriTable[i].node].used) continue; // shouldn't happen
+ if ( Node[TriTable[i].node].used ) {
+ continue; // shouldn't happen
+ }
NumNodesUsed++;
Node[TriTable[i].node].used++;
}
- free(Tri);
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");
+ free( Tri );
+ tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
// Sliver-check along borders. Since borders are often linear, the errors
// along borders will often be zero, so no new points will be added. This
- // tends to produce long, thin brushes. For all border triangles, check
+ // tends to produce long, thin brushes. For all border triangles, check
// that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
// vertex.
- while(CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri) > 0)
+ while ( CheckBorders( &NumNodesUsed,NumNodes[0],Node,NumTris,pTri ) > 0 )
{
}
Tri = *pTri;
}
}
- free(TriTable);
+ free( TriTable );
// One last time (because we're pessimistic), check border triangles
// CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri);
// Tri = *pTri;
// Check that all fixed points are exact. If not, add them to the mix.
// First check to see if we have any fixed points that aren't already used.
- for(i=0, N=0; i<NumNodes[0] && !N; i++)
+ for ( i = 0, N = 0; i < NumNodes[0] && !N; i++ )
{
- if(Node[i].used) continue;
- if(Node[i].fixed) N++;
+ if ( Node[i].used ) {
+ continue;
+ }
+ if ( Node[i].fixed ) {
+ N++;
+ }
}
- if(N)
- {
+ if ( N ) {
// Zero out the flag member of all triangles, indicating that
// the plane equation has not been found.
- for(i=0; i<NumTris[0]; i++)
+ for ( i = 0; i < NumTris[0]; i++ )
Tri[i].flag = 0;
- for(i=0; i<NumNodes[0]; i++)
+ for ( i = 0; i < NumNodes[0]; i++ )
{
- if(Node[i].used) continue;
- if(!Node[i].fixed) continue;
+ if ( Node[i].used ) {
+ continue;
+ }
+ if ( !Node[i].fixed ) {
+ continue;
+ }
Node[i].tri = -1;
- for(j=0; j<NumTris[0] && Node[i].tri==-1; j++)
+ for ( j = 0; j < NumTris[0] && Node[i].tri == -1; j++ )
{
- if( side(Node[i].p[j1], Node[i].p[j2],
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2]) < 0. ) continue;
- if( side(Node[i].p[j1], Node[i].p[j2],
- Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2]) < 0. ) continue;
- if( side(Node[i].p[j1], Node[i].p[j2],
- Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
- Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2]) < 0. ) continue;
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[1]].p[j1],Node[Tri[j].v[1]].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2] ) < 0. ) {
+ continue;
+ }
+ if ( side( Node[i].p[j1], Node[i].p[j2],
+ Node[Tri[j].v[2]].p[j1],Node[Tri[j].v[2]].p[j2],
+ Node[Tri[j].v[0]].p[j1],Node[Tri[j].v[0]].p[j2] ) < 0. ) {
+ continue;
+ }
Node[i].tri = j;
}
- if(Node[i].tri < 0)
- {
- /*
- ghCursorCurrent = ghCursorDefault;
- SetCursor(ghCursorCurrent);
- */
- g_FuncTable.m_pfnMessageBox(g_pRadiantWnd,
- "Error: Couldn't find the triangle bounding a point.",
- "Decimation Error",MB_ICONEXCLAMATION, NULL);
+ if ( Node[i].tri < 0 ) {
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
+ g_FuncTable.m_pfnMessageBox( g_pRadiantWnd,
+ "Error: Couldn't find the triangle bounding a point.",
+ "Decimation Error",MB_ICONEXCLAMATION, NULL );
return;
}
- if(!Tri[Node[i].tri].flag)
- {
- PlaneFromPoints(Node[Tri[Node[i].tri].v[0]].p,
- Node[Tri[Node[i].tri].v[1]].p,
- Node[Tri[Node[i].tri].v[2]].p,
- &Tri[Node[i].tri].plane);
+ if ( !Tri[Node[i].tri].flag ) {
+ PlaneFromPoints( Node[Tri[Node[i].tri].v[0]].p,
+ Node[Tri[Node[i].tri].v[1]].p,
+ Node[Tri[Node[i].tri].v[2]].p,
+ &Tri[Node[i].tri].plane );
Tri[Node[i].tri].flag = 1;
}
Node[i].error =
- Node[i].p[j0] - (Tri[Node[i].tri].plane.dist -
- Tri[Node[i].tri].plane.normal[j1]*Node[i].p[j1] -
- Tri[Node[i].tri].plane.normal[j2]*Node[i].p[j2] )/
+ Node[i].p[j0] - ( Tri[Node[i].tri].plane.dist -
+ Tri[Node[i].tri].plane.normal[j1] * Node[i].p[j1] -
+ Tri[Node[i].tri].plane.normal[j2] * Node[i].p[j2] ) /
Tri[Node[i].tri].plane.normal[j0];
- if(Absolute(Node[i].error) > 0.5)
- {
+ if ( Absolute( Node[i].error ) > 0.5 ) {
NumNodesUsed++;
Node[i].used++;
- free(Tri);
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");
+ free( Tri );
+ tricall( NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
}
}
// Swap node orders for surfaces facing down, north or west so that
// they are counterclockwise when facing the surface
- if((Plane == PLANE_XY1) || (Plane == PLANE_XZ0) || (Plane == PLANE_YZ1) )
- {
- for(i=0; i<NumTris[0]; i++)
+ if ( ( Plane == PLANE_XY1 ) || ( Plane == PLANE_XZ0 ) || ( Plane == PLANE_YZ1 ) ) {
+ for ( i = 0; i < NumTris[0]; i++ )
{
j = Tri[i].v[1];
Tri[i].v[1] = Tri[i].v[2];
}
// Store bounding box coords
- for(i=0; i<NumTris[0]; i++)
+ for ( i = 0; i < NumTris[0]; i++ )
{
Tri[i].min[0] = Node[Tri[i].v[0]].p[0];
- Tri[i].min[0] = min(Tri[i].min[0],Node[Tri[i].v[1]].p[0]);
- Tri[i].min[0] = min(Tri[i].min[0],Node[Tri[i].v[2]].p[0]);
+ Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[1]].p[0] );
+ Tri[i].min[0] = min( Tri[i].min[0],Node[Tri[i].v[2]].p[0] );
Tri[i].min[1] = Node[Tri[i].v[0]].p[1];
- Tri[i].min[1] = min(Tri[i].min[1],Node[Tri[i].v[1]].p[1]);
- Tri[i].min[1] = min(Tri[i].min[1],Node[Tri[i].v[2]].p[1]);
+ Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[1]].p[1] );
+ Tri[i].min[1] = min( Tri[i].min[1],Node[Tri[i].v[2]].p[1] );
Tri[i].min[2] = Node[Tri[i].v[0]].p[2];
- Tri[i].min[2] = min(Tri[i].min[2],Node[Tri[i].v[1]].p[2]);
- Tri[i].min[2] = min(Tri[i].min[2],Node[Tri[i].v[2]].p[2]);
+ Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[1]].p[2] );
+ Tri[i].min[2] = min( Tri[i].min[2],Node[Tri[i].v[2]].p[2] );
Tri[i].max[0] = Node[Tri[i].v[0]].p[0];
- Tri[i].max[0] = max(Tri[i].max[0],Node[Tri[i].v[1]].p[0]);
- Tri[i].max[0] = max(Tri[i].max[0],Node[Tri[i].v[2]].p[0]);
+ Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[1]].p[0] );
+ Tri[i].max[0] = max( Tri[i].max[0],Node[Tri[i].v[2]].p[0] );
Tri[i].max[1] = Node[Tri[i].v[0]].p[1];
- Tri[i].max[1] = max(Tri[i].max[1],Node[Tri[i].v[1]].p[1]);
- Tri[i].max[1] = max(Tri[i].max[1],Node[Tri[i].v[2]].p[1]);
+ Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[1]].p[1] );
+ Tri[i].max[1] = max( Tri[i].max[1],Node[Tri[i].v[2]].p[1] );
Tri[i].max[2] = Node[Tri[i].v[0]].p[2];
- Tri[i].max[2] = max(Tri[i].max[2],Node[Tri[i].v[1]].p[2]);
- Tri[i].max[2] = max(Tri[i].max[2],Node[Tri[i].v[2]].p[2]);
+ Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[1]].p[2] );
+ Tri[i].max[2] = max( Tri[i].max[2],Node[Tri[i].v[2]].p[2] );
}
- /*
- ghCursorCurrent = ghCursorDefault;
- SetCursor(ghCursorCurrent);
- */
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
}
/* end MakeDecimatedMap */
/* tricall Takes an array of nodes, spits out an array of triangles */
/* */
/*****************************************************************************/
-int tricall(int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, LPSTR Options)
-{
-
+int tricall( int NumNodes, NODE *Node, int *NumTris, TRI **inTri, TRI **Tri, const char *Options ){
struct triangulateio in, out;
- int i, N;
- int NumUsedNodes;
+ int i, N;
+ int NumUsedNodes;
int *NodeTable;
TRI *ptri;
/* Define input points. */
- for(i=0,NumUsedNodes=0; i<NumNodes; i++)
- if(Node[i].used) NumUsedNodes++;
+ for ( i = 0,NumUsedNodes = 0; i < NumNodes; i++ )
+ if ( Node[i].used ) {
+ NumUsedNodes++;
+ }
- memset(&in, 0,sizeof(in));
- memset(&out,0,sizeof(out));
+ memset( &in, 0,sizeof( in ) );
+ memset( &out,0,sizeof( out ) );
- NodeTable = (int *) malloc(NumUsedNodes * sizeof(int));
+ NodeTable = (int *) malloc( NumUsedNodes * sizeof( int ) );
in.numberofpoints = NumUsedNodes;
in.numberofpointattributes = 0;
- in.pointlist = (REAL *) malloc(in.numberofpoints * 2 * sizeof(REAL));
- for(i=0,N=0; i<NumNodes; i++)
+ in.pointlist = (REAL *) malloc( in.numberofpoints * 2 * sizeof( REAL ) );
+ for ( i = 0,N = 0; i < NumNodes; i++ )
{
- if(Node[i].used)
- {
- switch(Plane)
+ if ( Node[i].used ) {
+ switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
- in.pointlist[N*2 ] = Node[i].p[0];
- in.pointlist[N*2+1] = Node[i].p[2];
+ in.pointlist[N * 2 ] = Node[i].p[0];
+ in.pointlist[N * 2 + 1] = Node[i].p[2];
break;
case PLANE_YZ0:
case PLANE_YZ1:
- in.pointlist[N*2 ] = Node[i].p[1];
- in.pointlist[N*2+1] = Node[i].p[2];
+ in.pointlist[N * 2 ] = Node[i].p[1];
+ in.pointlist[N * 2 + 1] = Node[i].p[2];
break;
default:
- in.pointlist[N*2 ] = Node[i].p[0];
- in.pointlist[N*2+1] = Node[i].p[1];
+ in.pointlist[N * 2 ] = Node[i].p[0];
+ in.pointlist[N * 2 + 1] = Node[i].p[1];
}
NodeTable[N] = i;
N++;
in.pointattributelist = (REAL *) NULL;
in.pointmarkerlist = (int *) NULL;
- if(strstr(Options,"r"))
- {
+ if ( strstr( Options,"r" ) ) {
int *TriTable;
- TriTable = (int *) malloc(NumNodes * sizeof(int));
- for(i=0,N=0; i<NumNodes; i++)
+ TriTable = (int *) malloc( NumNodes * sizeof( int ) );
+ for ( i = 0,N = 0; i < NumNodes; i++ )
{
- if(Node[i].used)
- {
+ if ( Node[i].used ) {
TriTable[i] = N;
N++;
}
in.numberoftriangles = NumTris[0];
in.numberofcorners = 3;
in.numberoftriangleattributes = 0;
- in.trianglelist = (int *) malloc(in.numberofcorners * in.numberoftriangles * sizeof(int));
+ in.trianglelist = (int *) malloc( in.numberofcorners * in.numberoftriangles * sizeof( int ) );
in.triangleattributelist = (REAL *) NULL;
in.trianglearealist = (REAL *) NULL;
ptri = *inTri;
- for(i=0; i<in.numberoftriangles; i++)
+ for ( i = 0; i < in.numberoftriangles; i++ )
{
- in.trianglelist[i*in.numberofcorners ] = TriTable[ptri[i].v[0]];
- in.trianglelist[i*in.numberofcorners+1] = TriTable[ptri[i].v[1]];
- in.trianglelist[i*in.numberofcorners+2] = TriTable[ptri[i].v[2]];
+ in.trianglelist[i * in.numberofcorners ] = TriTable[ptri[i].v[0]];
+ in.trianglelist[i * in.numberofcorners + 1] = TriTable[ptri[i].v[1]];
+ in.trianglelist[i * in.numberofcorners + 2] = TriTable[ptri[i].v[2]];
}
- free(TriTable);
+ free( TriTable );
}
else
{
/* Make necessary initializations */
out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
- out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
+ out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
number of point attributes is zero: */
out.pointmarkerlist = (int *) NULL; /* Not needed if -N or -B switch used. */
out.trianglelist = (int *) NULL; /* Not needed if -E switch used. */
- out.triangleattributelist = (REAL *) NULL; /* Not needed if -E switch used or
- number of triangle attributes is
- zero: */
+ out.triangleattributelist = (REAL *) NULL; /* Not needed if -E switch used or
+ number of triangle attributes is
+ zero: */
out.trianglearealist = (REAL *) NULL;
out.neighborlist = (int *) NULL; /* Needed only if -n switch used. */
- out.segmentlist = (int *) NULL; /* Needed only if segments are output
+ out.segmentlist = (int *) NULL; /* Needed only if segments are output
(-p or -c) and -P not used: */
- out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output
+ out.segmentmarkerlist = (int *) NULL; /* Needed only if segments are output
(-p or -c) and -P and -B not used: */
out.edgelist = (int *) NULL; /* Needed only if -e switch used. */
out.edgemarkerlist = (int *) NULL; /* Needed if -e used and -B not used. */
- triangulate(Options, &in, &out, NULL);
+ triangulate( (char *) Options, &in, &out, NULL );
NumTris[0] = out.numberoftriangles;
- *Tri = (TRI *) malloc(NumTris[0] * sizeof(TRI));
+ *Tri = (TRI *) malloc( NumTris[0] * sizeof( TRI ) );
ptri = *Tri;
- for(i=0; i<NumTris[0]; i++)
+ for ( i = 0; i < NumTris[0]; i++ )
{
- ptri[i].v[0] = NodeTable[out.trianglelist[i*out.numberofcorners ]];
- ptri[i].v[1] = NodeTable[out.trianglelist[i*out.numberofcorners+1]];
- ptri[i].v[2] = NodeTable[out.trianglelist[i*out.numberofcorners+2]];
- ptri[i].n[0] = out.neighborlist[i*3 ];
- ptri[i].n[1] = out.neighborlist[i*3+1];
- ptri[i].n[2] = out.neighborlist[i*3+2];
+ ptri[i].v[0] = NodeTable[out.trianglelist[i * out.numberofcorners ]];
+ ptri[i].v[1] = NodeTable[out.trianglelist[i * out.numberofcorners + 1]];
+ ptri[i].v[2] = NodeTable[out.trianglelist[i * out.numberofcorners + 2]];
+ ptri[i].n[0] = out.neighborlist[i * 3 ];
+ ptri[i].n[1] = out.neighborlist[i * 3 + 1];
+ ptri[i].n[2] = out.neighborlist[i * 3 + 2];
}
/* Free all allocated arrays, including those allocated by Triangle. */
- if(in.pointlist) free(in.pointlist);
- if(in.pointattributelist) free(in.pointattributelist);
- if(in.pointmarkerlist) free(in.pointmarkerlist);
- if(in.trianglelist) free(in.trianglelist);
- if(in.triangleattributelist) free(in.triangleattributelist);
- if(in.trianglearealist) free(in.trianglearealist);
- if(in.neighborlist) free(in.neighborlist);
- if(in.segmentlist) free(in.segmentlist);
- if(in.segmentmarkerlist) free(in.segmentmarkerlist);
- if(in.holelist) free(in.holelist);
- if(in.regionlist) free(in.regionlist);
- if(in.edgelist) free(in.edgelist);
- if(in.edgemarkerlist) free(in.edgemarkerlist);
- if(in.normlist) free(in.normlist);
- if(out.pointlist) free(out.pointlist);
- if(out.pointattributelist) free(out.pointattributelist);
- if(out.pointmarkerlist) free(out.pointmarkerlist);
- if(out.trianglelist) free(out.trianglelist);
- if(out.triangleattributelist) free(out.triangleattributelist);
- if(out.trianglearealist) free(out.trianglearealist);
- if(out.neighborlist) free(out.neighborlist);
- if(out.segmentlist) free(out.segmentlist);
- if(out.segmentmarkerlist) free(out.segmentmarkerlist);
- if(out.holelist) free(out.holelist);
- if(out.regionlist) free(out.regionlist);
- if(out.edgelist) free(out.edgelist);
- if(out.edgemarkerlist) free(out.edgemarkerlist);
- if(out.normlist) free(out.normlist);
-
- free(NodeTable);
+ if ( in.pointlist ) {
+ free( in.pointlist );
+ }
+ if ( in.pointattributelist ) {
+ free( in.pointattributelist );
+ }
+ if ( in.pointmarkerlist ) {
+ free( in.pointmarkerlist );
+ }
+ if ( in.trianglelist ) {
+ free( in.trianglelist );
+ }
+ if ( in.triangleattributelist ) {
+ free( in.triangleattributelist );
+ }
+ if ( in.trianglearealist ) {
+ free( in.trianglearealist );
+ }
+ if ( in.neighborlist ) {
+ free( in.neighborlist );
+ }
+ if ( in.segmentlist ) {
+ free( in.segmentlist );
+ }
+ if ( in.segmentmarkerlist ) {
+ free( in.segmentmarkerlist );
+ }
+ if ( in.holelist ) {
+ free( in.holelist );
+ }
+ if ( in.regionlist ) {
+ free( in.regionlist );
+ }
+ if ( in.edgelist ) {
+ free( in.edgelist );
+ }
+ if ( in.edgemarkerlist ) {
+ free( in.edgemarkerlist );
+ }
+ if ( in.normlist ) {
+ free( in.normlist );
+ }
+ if ( out.pointlist ) {
+ free( out.pointlist );
+ }
+ if ( out.pointattributelist ) {
+ free( out.pointattributelist );
+ }
+ if ( out.pointmarkerlist ) {
+ free( out.pointmarkerlist );
+ }
+ if ( out.trianglelist ) {
+ free( out.trianglelist );
+ }
+ if ( out.triangleattributelist ) {
+ free( out.triangleattributelist );
+ }
+ if ( out.trianglearealist ) {
+ free( out.trianglearealist );
+ }
+ if ( out.neighborlist ) {
+ free( out.neighborlist );
+ }
+ if ( out.segmentlist ) {
+ free( out.segmentlist );
+ }
+ if ( out.segmentmarkerlist ) {
+ free( out.segmentmarkerlist );
+ }
+ if ( out.holelist ) {
+ free( out.holelist );
+ }
+ if ( out.regionlist ) {
+ free( out.regionlist );
+ }
+ if ( out.edgelist ) {
+ free( out.edgelist );
+ }
+ if ( out.edgemarkerlist ) {
+ free( out.edgemarkerlist );
+ }
+ if ( out.normlist ) {
+ free( out.normlist );
+ }
+
+ free( NodeTable );
return 0;
}
-void EdgeOnSide(int *v, int *edge, int *border)
-{
+void EdgeOnSide( int *v, int *edge, int *border ){
int R;
int k0, k1, N;
float Ndv;
border[0] = -1;
- if( (v[0] <= NV) && (v[1] <= NV) )
- {
+ if ( ( v[0] <= NV ) && ( v[1] <= NV ) ) {
edge[0] = 0;
border[0] = 0;
}
- if( (v[1] <= NV) && (v[2] <= NV) )
- {
+ if ( ( v[1] <= NV ) && ( v[2] <= NV ) ) {
edge[0] = 1;
border[0] = 0;
}
- if( (v[2] <= NV) && (v[0] <= NV) )
- {
+ if ( ( v[2] <= NV ) && ( v[0] <= NV ) ) {
edge[0] = 2;
border[0] = 0;
}
- R = NH*NVP1;
+ R = NH * NVP1;
- if( (v[0] >= R) && (v[1] >= R) )
- {
+ if ( ( v[0] >= R ) && ( v[1] >= R ) ) {
edge[0] = 0;
border[0] = 1;
}
- if( (v[1] >= R) && (v[2] >= R) )
- {
+ if ( ( v[1] >= R ) && ( v[2] >= R ) ) {
edge[0] = 1;
border[0] = 1;
}
- if( (v[2] >= R) && (v[0] >= R) )
- {
+ if ( ( v[2] >= R ) && ( v[0] >= R ) ) {
edge[0] = 2;
border[0] = 1;
}
- if(border[0] >= 0)
- {
+ if ( border[0] >= 0 ) {
k0 = edge[0];
- k1 = (k0+1) % 3;
- N = Absolute(v[k0] - v[k1]);
- Ndv = (float)(N*dv);
+ k1 = ( k0 + 1 ) % 3;
+ N = Absolute( v[k0] - v[k1] );
+ Ndv = (float)( N * dv );
}
- if( ((v[0] % NVP1) == 0) && ((v[1] % NVP1) == 0) )
- {
- if(border[0] >= 0)
- if( Ndv > (Absolute(v[0] - v[1])*dh)) return;
+ if ( ( ( v[0] % NVP1 ) == 0 ) && ( ( v[1] % NVP1 ) == 0 ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
+ return;
+ }
+ }
edge[0] = 0;
border[0] = 2;
return;
}
- if( ((v[1] % NVP1) == 0) && ((v[2] % NVP1) == 0) )
- {
- if(border[0] >= 0)
- if( Ndv > (Absolute(v[1] - v[2])*dh)) return;
+ if ( ( ( v[1] % NVP1 ) == 0 ) && ( ( v[2] % NVP1 ) == 0 ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
+ return;
+ }
+ }
edge[0] = 1;
border[0] = 2;
return;
}
- if( ((v[2] % NVP1) == 0) && ((v[0] % NVP1) == 0) )
- {
- if(border[0] >= 0)
- if( Ndv > (Absolute(v[2] - v[0])*dh)) return;
+ if ( ( ( v[2] % NVP1 ) == 0 ) && ( ( v[0] % NVP1 ) == 0 ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
+ return;
+ }
+ }
edge[0] = 2;
border[0] = 2;
return;
}
- if( ((v[0] % NVP1) == NV) && ((v[1] % NVP1) == NV) )
- {
- if(border[0] >= 0)
- if( Ndv > (Absolute(v[0] - v[1])*dh)) return;
+ if ( ( ( v[0] % NVP1 ) == NV ) && ( ( v[1] % NVP1 ) == NV ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[0] - v[1] ) * dh ) ) {
+ return;
+ }
+ }
edge[0] = 0;
border[0] = 3;
return;
}
- if( ((v[1] % NVP1) == NV) && ((v[2] % NVP1) == NV) )
- {
- if(border[0] >= 0)
- if( Ndv > (Absolute(v[1] - v[2])*dh)) return;
+ if ( ( ( v[1] % NVP1 ) == NV ) && ( ( v[2] % NVP1 ) == NV ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[1] - v[2] ) * dh ) ) {
+ return;
+ }
+ }
edge[0] = 1;
border[0] = 3;
return;
}
- if( ((v[2] % NVP1) == NV) && ((v[0] % NVP1) == NV) )
- {
- if(border[0] >= 0)
- if( Ndv > (Absolute(v[2] - v[0])*dh)) return;
+ if ( ( ( v[2] % NVP1 ) == NV ) && ( ( v[0] % NVP1 ) == NV ) ) {
+ if ( border[0] >= 0 ) {
+ if ( Ndv > ( Absolute( v[2] - v[0] ) * dh ) ) {
+ return;
+ }
+ }
edge[0] = 2;
border[0] = 3;
return;
return;
}
-void CalcAngles(NODE *node, int *v, float *angle)
-{
+void CalcAngles( NODE *node, int *v, float *angle ){
int i, j, k;
vec l;
vec x0, x1, x2, y0, y1, y2;
vec2 vv[3];
vec dot;
- switch(Plane)
+ switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
y1 = node[v[1]].p[j];
y2 = node[v[2]].p[j];
- vv[0][0] = x1-x0;
- vv[0][1] = y1-y0;
- vv[1][0] = x2-x1;
- vv[1][1] = y2-y1;
- vv[2][0] = x0-x2;
- vv[2][1] = y0-y2;
+ vv[0][0] = x1 - x0;
+ vv[0][1] = y1 - y0;
+ vv[1][0] = x2 - x1;
+ vv[1][1] = y2 - y1;
+ vv[2][0] = x0 - x2;
+ vv[2][1] = y0 - y2;
- for(k=0; k<3; k++)
+ for ( k = 0; k < 3; k++ )
{
- l = (vec)(sqrt( vv[k][0]*vv[k][0] + vv[k][1]*vv[k][1] ));
- if(l > 0.)
- {
+ l = (vec)( sqrt( vv[k][0] * vv[k][0] + vv[k][1] * vv[k][1] ) );
+ if ( l > 0. ) {
vv[k][0] /= l;
vv[k][1] /= l;
}
}
- dot = -(vv[0][0]*vv[2][0] + vv[0][1]*vv[2][1]);
- angle[0] = (float)(acos(dot));
- dot = -(vv[1][0]*vv[0][0] + vv[1][1]*vv[0][1]);
- angle[1] = (float)(acos(dot));
- dot = -(vv[2][0]*vv[1][0] + vv[2][1]*vv[1][1]);
- angle[2] = (float)(acos(dot));
+ dot = -( vv[0][0] * vv[2][0] + vv[0][1] * vv[2][1] );
+ angle[0] = (float)( acos( dot ) );
+ dot = -( vv[1][0] * vv[0][0] + vv[1][1] * vv[0][1] );
+ angle[1] = (float)( acos( dot ) );
+ dot = -( vv[2][0] * vv[1][0] + vv[2][1] * vv[1][1] );
+ angle[2] = (float)( acos( dot ) );
}
//=================================================================
-int Bisect(NODE *node, int border, int j0, int j1)
-{
+int Bisect( NODE *node, int border, int j0, int j1 ){
int k;
- switch(border)
+ switch ( border )
{
case 0:
- k = (j0+j1)/2;
+ k = ( j0 + j1 ) / 2;
break;
case 1:
- k = (j0+j1)/2;
+ k = ( j0 + j1 ) / 2;
break;
case 2:
- k = (int)((j0+j1)/(2*NVP1)) * NVP1;
+ k = (int)( ( j0 + j1 ) / ( 2 * NVP1 ) ) * NVP1;
break;
case 3:
- k = (int)((j0+j1+2)/(2*NVP1)) * NVP1 - 1;
+ k = (int)( ( j0 + j1 + 2 ) / ( 2 * NVP1 ) ) * NVP1 - 1;
break;
}
- return( ((k != j0) && (k != j1)) ? k : 0 );
+ return( ( ( k != j0 ) && ( k != j1 ) ) ? k : 0 );
}
//=================================================================
-int compare(TRITABLE *t1, TRITABLE *t2)
-{
- if(t1->error > t2->error) return -1;
- if(t1->error < t2->error) return 1;
+int compare( TRITABLE *t1, TRITABLE *t2 ){
+ if ( t1->error > t2->error ) {
+ return -1;
+ }
+ if ( t1->error < t2->error ) {
+ return 1;
+ }
return 0;
}
-void MakeBrushes(int NumTris, NODE *Node, TRI *Tri,bool surf,
- int offset,char *texture0, char *texture1, char *texture2)
-{
+void MakeBrushes( int NumTris, NODE *Node, TRI *Tri,bool surf,
+ int offset,char *texture0, char *texture1, char *texture2 ){
extern double backface;
- BRUSH brush;
- int contents;
- int i, j;
- float Steep;
- vec3_t PlaneNormal,SurfNormal;
- bool CheckAngle;
- vec3_t t[2];
+ BRUSH brush;
+ int contents;
+ int i, j;
+ float Steep;
+ vec3_t PlaneNormal,SurfNormal;
+ bool CheckAngle;
+ vec3_t t[2];
// if texture2 is identical to texture0, there's no need to
// check surface angle
- if(!g_strcasecmp(texture0,texture2) || !strlen(texture2))
+ if ( !g_strcasecmp( texture0,texture2 ) || !strlen( texture2 ) ) {
CheckAngle = FALSE;
+ }
else
{
CheckAngle = TRUE;
- Steep = (float)cos((double)SlantAngle/57.2957795);
- switch(Plane)
+ Steep = (float)cos( (double)SlantAngle / 57.2957795 );
+ switch ( Plane )
{
- case PLANE_XY0: PlaneNormal[0]= 0.;PlaneNormal[1]= 0.;PlaneNormal[2]= 1.;break;
- case PLANE_XY1: PlaneNormal[0]= 0.;PlaneNormal[1]= 0.;PlaneNormal[2]=-1.;break;
- case PLANE_XZ0: PlaneNormal[0]= 0.;PlaneNormal[1]= 1.;PlaneNormal[2]= 1.;break;
- case PLANE_XZ1: PlaneNormal[0]= 0.;PlaneNormal[1]=-1.;PlaneNormal[2]= 1.;break;
- case PLANE_YZ0: PlaneNormal[0]= 1.;PlaneNormal[1]= 0.;PlaneNormal[2]= 1.;break;
- case PLANE_YZ1: PlaneNormal[0]=-1.;PlaneNormal[1]= 0.;PlaneNormal[2]= 1.;break;
+ case PLANE_XY0: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
+ case PLANE_XY1: PlaneNormal[0] = 0.; PlaneNormal[1] = 0.; PlaneNormal[2] = -1.; break;
+ case PLANE_XZ0: PlaneNormal[0] = 0.; PlaneNormal[1] = 1.; PlaneNormal[2] = 1.; break;
+ case PLANE_XZ1: PlaneNormal[0] = 0.; PlaneNormal[1] = -1.; PlaneNormal[2] = 1.; break;
+ case PLANE_YZ0: PlaneNormal[0] = 1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
+ case PLANE_YZ1: PlaneNormal[0] = -1.; PlaneNormal[1] = 0.; PlaneNormal[2] = 1.; break;
}
}
contents = 0;
- if(surf)
- {
- if(UseDetail) contents += CONTENTS_DETAIL;
- if(UseLadder) contents += CONTENTS_LADDER;
+ if ( surf ) {
+ if ( UseDetail ) {
+ contents += CONTENTS_DETAIL;
+ }
+ if ( UseLadder ) {
+ contents += CONTENTS_LADDER;
+ }
}
-
+
OpenFuncGroup();
- for(i=0; i<NumTris; i++)
+ for ( i = 0; i < NumTris; i++ )
{
brush.Number = i;
brush.NumFaces = 5;
brush.face[0].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[0].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[0].v[0][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[0].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[0].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[0].v[1][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[0].v[2][0] = Node[Tri[i].v[1]].p[0];
brush.face[0].v[2][1] = Node[Tri[i].v[1]].p[1];
brush.face[0].v[2][2] = Node[Tri[i].v[1]].p[2];
- if(offset != 0)
- {
- switch(Plane)
+ if ( offset != 0 ) {
+ switch ( Plane )
{
case PLANE_XY0:
brush.face[0].v[0][2] += offset;
break;
}
}
- switch(Plane)
+ switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[1].v[0][1] = (float)backface;
brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[1].v[1][1] = (float)backface;
brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[1].v[2][1] = (float)backface;
brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
-
+
// 0-1 side
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[2][1] = (float)backface;
brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
-
+
// 1-2 side
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[2][1] = (float)backface;
brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
-
+
// 2-0 side
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[2][1] = (float)backface;
brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
brush.face[1].v[0][0] = (float)backface;
brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[1].v[0][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[1].v[1][0] = (float)backface;
brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[1].v[1][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[1].v[2][0] = (float)backface;
brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[1].v[2][2] = Node[Tri[i].v[2]].p[2];
-
+
// 0-1 side
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[2].v[2][0] = (float)backface;
brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[2][2] = Node[Tri[i].v[1]].p[2];
-
+
// 1-2 side
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[3].v[2][0] = (float)backface;
brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[2][2] = Node[Tri[i].v[2]].p[2];
-
+
// 2-0 side
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[4].v[2][0] = (float)backface;
brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[2][2] = Node[Tri[i].v[0]].p[2];
brush.face[1].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[1].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[1].v[0][2] = (float)backface;
-
+
brush.face[1].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[1].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[1].v[1][2] = (float)backface;
-
+
brush.face[1].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[1].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[1].v[2][2] = (float)backface;
-
+
// 0-1 side
brush.face[2].v[0][0] = Node[Tri[i].v[0]].p[0];
brush.face[2].v[0][1] = Node[Tri[i].v[0]].p[1];
brush.face[2].v[0][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[2].v[1][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[1][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[1][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[2].v[2][0] = Node[Tri[i].v[1]].p[0];
brush.face[2].v[2][1] = Node[Tri[i].v[1]].p[1];
brush.face[2].v[2][2] = (float)backface;
-
+
// 1-2 side
brush.face[3].v[0][0] = Node[Tri[i].v[1]].p[0];
brush.face[3].v[0][1] = Node[Tri[i].v[1]].p[1];
brush.face[3].v[0][2] = Node[Tri[i].v[1]].p[2];
-
+
brush.face[3].v[1][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[1][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[1][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[3].v[2][0] = Node[Tri[i].v[2]].p[0];
brush.face[3].v[2][1] = Node[Tri[i].v[2]].p[1];
brush.face[3].v[2][2] = (float)backface;
-
+
// 2-0 side
brush.face[4].v[0][0] = Node[Tri[i].v[2]].p[0];
brush.face[4].v[0][1] = Node[Tri[i].v[2]].p[1];
brush.face[4].v[0][2] = Node[Tri[i].v[2]].p[2];
-
+
brush.face[4].v[1][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[1][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[1][2] = Node[Tri[i].v[0]].p[2];
-
+
brush.face[4].v[2][0] = Node[Tri[i].v[0]].p[0];
brush.face[4].v[2][1] = Node[Tri[i].v[0]].p[1];
brush.face[4].v[2][2] = (float)backface;
}
-
- for(j=0; j<5; j++)
+
+ for ( j = 0; j < 5; j++ )
{
- strcpy(brush.face[j].texture,
- (strlen(texture1) ? texture1 : texture0));
+ strcpy( brush.face[j].texture,
+ ( strlen( texture1 ) ? texture1 : texture0 ) );
brush.face[j].Shift[0] = (float)TexOffset[0];
brush.face[j].Shift[1] = (float)TexOffset[1];
brush.face[j].Rotate = 0.;
brush.face[j].Scale[0] = (float)TexScale[0];
brush.face[j].Scale[1] = (float)TexScale[1];
brush.face[j].Contents = contents;
- if(surf)
+ if ( surf ) {
brush.face[j].Surface = 0;
- else
+ }
+ else{
brush.face[j].Surface = SURF_HINT;
+ }
brush.face[j].Value = 0;
}
- if(CheckAngle)
- {
- XYZVectorSubtract(brush.face[0].v[2],brush.face[0].v[0],t[0]);
- XYZVectorSubtract(brush.face[0].v[1],brush.face[0].v[2],t[1]);
- CrossProduct(t[0],t[1],SurfNormal);
- VectorNormalize(SurfNormal,SurfNormal);
- if(DotProduct(SurfNormal,PlaneNormal) < Steep)
- strcpy(brush.face[0].texture,texture2);
- else
- strcpy(brush.face[0].texture,texture0);
+ if ( CheckAngle ) {
+ XYZVectorSubtract( brush.face[0].v[2],brush.face[0].v[0],t[0] );
+ XYZVectorSubtract( brush.face[0].v[1],brush.face[0].v[2],t[1] );
+ CrossProduct( t[0],t[1],SurfNormal );
+ VectorNormalize( SurfNormal,SurfNormal );
+ if ( DotProduct( SurfNormal,PlaneNormal ) < Steep ) {
+ strcpy( brush.face[0].texture,texture2 );
+ }
+ else{
+ strcpy( brush.face[0].texture,texture0 );
+ }
+ }
+ else{
+ strcpy( brush.face[0].texture,texture0 );
}
- else
- strcpy(brush.face[0].texture,texture0);
- if(surf) brush.face[0].Value = ArghRad2;
- MakeBrush(&brush);
+ if ( surf ) {
+ brush.face[0].Value = ArghRad2;
+ }
+ MakeBrush( &brush );
}
CloseFuncGroup();
} // end MakeBrushes
//=================================================================
-void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
-{
- extern double backface;
- extern double xmin, xmax, ymin, ymax, zmin, zmax;
- BRUSH brush;
- char hint[32], skip[32];
- int i, j;
- int face;
- /*
- ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
- SetCursor(ghCursorCurrent);
- */
+void MapOut( int NumNodes,int NumTris, NODE *Node, TRI *Tri ){
+ extern double backface;
+ extern double xmin, xmax, ymin, ymax, zmin, zmax;
+ BRUSH brush;
+ char hint[32], skip[32];
+ int i, j;
+ int face;
+ /*
+ ghCursorCurrent = LoadCursor(NULL,IDC_WAIT);
+ SetCursor(ghCursorCurrent);
+ */
UseDetail = 1; // this is temporary
- MakeBrushes(NumTris,Node,Tri,TRUE,0,Texture[Game][0],Texture[Game][1],Texture[Game][2]);
+ MakeBrushes( NumTris,Node,Tri,TRUE,0,Texture[Game][0],Texture[Game][1],Texture[Game][2] );
- if(AddHints || GimpHints)
- {
- switch(Game)
+ if ( AddHints || GimpHints ) {
+ switch ( Game )
{
case SIN:
- strcpy(hint,"generic/misc/hint");
- strcpy(skip,"generic/misc/skip");
+ strcpy( hint,"generic/misc/hint" );
+ strcpy( skip,"generic/misc/skip" );
break;
case HALFLIFE:
- strcpy(hint,"HINT");
- strcpy(skip,"HINT");
+ strcpy( hint,"HINT" );
+ strcpy( skip,"HINT" );
break;
case HERETIC2:
- strcpy(hint,"general/hint");
- strcpy(skip,"general/skip");
+ strcpy( hint,"general/hint" );
+ strcpy( skip,"general/skip" );
break;
case KINGPIN:
- strcpy(hint,"common/0_hint");
- strcpy(skip,"common/0_skip");
+ strcpy( hint,"common/0_hint" );
+ strcpy( skip,"common/0_skip" );
break;
case QUAKE3:
- strcpy(hint,"common/hint");
- strcpy(skip,"common/skip");
+ strcpy( hint,"common/hint" );
+ strcpy( skip,"common/skip" );
break;
default:
- strcpy(hint,"e1u1/hint");
- strcpy(skip,"e1u1/skip");
+ strcpy( hint,"e1u1/hint" );
+ strcpy( skip,"e1u1/skip" );
}
}
- if( GimpHints )
- MakeBrushes(NumTris,Node,Tri,FALSE,HINT_OFFSET,hint,hint,hint);
+ if ( GimpHints ) {
+ MakeBrushes( NumTris,Node,Tri,FALSE,HINT_OFFSET,hint,hint,hint );
+ }
- if( AddHints==1 )
- {
- int j0, j1, j2, k, k0, k1;
- int q[4];
- int w,h,h0,h1,t,OK;
+ if ( AddHints == 1 ) {
+ int j0, j1, j2, k, k0, k1;
+ int q[4];
+ int w,h,h0,h1,t,OK;
float s[3];
double front;
- int MaxHints; // We don't want a whole slew of hint brushes, which we'd get
+ int MaxHints; // We don't want a whole slew of hint brushes, which we'd get
// with low decimation values and our current placement scheme.
// Limit number of hint brushes to number of undecimated grid
// squares.
- switch(Plane)
+ switch ( Plane )
{
case PLANE_XY1:
- front = LessThan(zmin,32.);
+ front = LessThan( zmin,32. );
break;
case PLANE_XZ0:
- front = MoreThan(ymax,32.);
+ front = MoreThan( ymax,32. );
break;
case PLANE_XZ1:
- front = LessThan(ymin,32.);
+ front = LessThan( ymin,32. );
break;
case PLANE_YZ0:
- front = MoreThan(xmax,32.);
+ front = MoreThan( xmax,32. );
break;
case PLANE_YZ1:
- front = LessThan(xmin,32.);
+ front = LessThan( xmin,32. );
break;
default:
- front = MoreThan(zmax,32.);
+ front = MoreThan( zmax,32. );
}
-
- for(i=0; i<NumTris; i++)
+
+ for ( i = 0; i < NumTris; i++ )
Tri[i].flag = 0;
-
- switch(Plane)
+
+ switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
j1 = 0;
j2 = 1;
}
-
+
brush.Number = 0;
brush.NumFaces = 6;
- MaxHints = NH*NV-1;
- for(w=1; w<min(16,NH) && brush.Number < MaxHints; w++)
+ MaxHints = NH * NV - 1;
+ for ( w = 1; w < min( 16,NH ) && brush.Number < MaxHints; w++ )
{
- for(h=max(1,w/2); h<min(16,NV) && brush.Number < MaxHints; h++)
+ for ( h = max( 1,w / 2 ); h < min( 16,NV ) && brush.Number < MaxHints; h++ )
{
- for(i=0; i<=NH-w && brush.Number < MaxHints; i++)
+ for ( i = 0; i <= NH - w && brush.Number < MaxHints; i++ )
{
- for(j=0; j<=NV-h && brush.Number < MaxHints; j++)
+ for ( j = 0; j <= NV - h && brush.Number < MaxHints; j++ )
{
- q[0] = i*NVP1+j;
- q[2] = q[0] + w*NVP1 + h;
- switch(Plane)
+ q[0] = i * NVP1 + j;
+ q[2] = q[0] + w * NVP1 + h;
+ switch ( Plane )
{
case PLANE_XY1:
case PLANE_XZ0:
q[1] = q[2] - h;
q[3] = q[0] + h;
}
- for(k=0, OK=1; k<NumTris && OK; k++)
+ for ( k = 0, OK = 1; k < NumTris && OK; k++ )
{
- if(Tri[k].min[j1] >= max(Node[q[0]].p[j1],Node[q[2]].p[j1])) continue;
- if(Tri[k].min[j2] >= max(Node[q[0]].p[j2],Node[q[2]].p[j2])) continue;
- if(Tri[k].max[j1] <= min(Node[q[0]].p[j1],Node[q[2]].p[j1])) continue;
- if(Tri[k].max[j2] <= min(Node[q[0]].p[j2],Node[q[2]].p[j2])) continue;
+ if ( Tri[k].min[j1] >= max( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
+ continue;
+ }
+ if ( Tri[k].min[j2] >= max( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
+ continue;
+ }
+ if ( Tri[k].max[j1] <= min( Node[q[0]].p[j1],Node[q[2]].p[j1] ) ) {
+ continue;
+ }
+ if ( Tri[k].max[j2] <= min( Node[q[0]].p[j2],Node[q[2]].p[j2] ) ) {
+ continue;
+ }
- for(h0=0; h0<4 && OK; h0++)
+ for ( h0 = 0; h0 < 4 && OK; h0++ )
{
- h1 = (h0+1)%4;
- for(t=0; t<3 && OK; t++)
+ h1 = ( h0 + 1 ) % 4;
+ for ( t = 0; t < 3 && OK; t++ )
{
- s[t] = side(Node[q[h0]].p[j1],Node[q[h0]].p[j2],
- Node[q[h1]].p[j1],Node[q[h1]].p[j2],
- Node[Tri[k].v[t]].p[j1],Node[Tri[k].v[t]].p[j2]);
+ s[t] = side( Node[q[h0]].p[j1],Node[q[h0]].p[j2],
+ Node[q[h1]].p[j1],Node[q[h1]].p[j2],
+ Node[Tri[k].v[t]].p[j1],Node[Tri[k].v[t]].p[j2] );
+ }
+ if ( ( s[1] > 0 || s[2] > 0 ) && s[0] < 0 ) {
+ OK = 0;
+ }
+ if ( ( s[2] > 0 || s[0] > 0 ) && s[1] < 0 ) {
+ OK = 0;
+ }
+ if ( ( s[0] > 0 || s[1] > 0 ) && s[2] < 0 ) {
+ OK = 0;
}
- if((s[1] > 0 || s[2] > 0) && s[0] < 0) OK=0;
- if((s[2] > 0 || s[0] > 0) && s[1] < 0) OK=0;
- if((s[0] > 0 || s[1] > 0) && s[2] < 0) OK=0;
}
}
- if(!OK) continue;
- switch(Plane)
+ if ( !OK ) {
+ continue;
+ }
+ switch ( Plane )
{
case PLANE_XZ0:
case PLANE_XZ1:
brush.face[0].v[0][0] = Node[q[2]].p[0];
brush.face[0].v[0][1] = (float)front;
brush.face[0].v[0][2] = Node[q[2]].p[2];
-
+
brush.face[0].v[1][0] = Node[q[1]].p[0];
brush.face[0].v[1][1] = (float)front;
brush.face[0].v[1][2] = Node[q[1]].p[2];
-
+
brush.face[0].v[2][0] = Node[q[0]].p[0];
brush.face[0].v[2][1] = (float)front;
brush.face[0].v[2][2] = Node[q[0]].p[2];
-
+
// back
brush.face[1].v[0][0] = Node[q[0]].p[0];
brush.face[1].v[0][1] = (float)backface;
brush.face[1].v[0][2] = Node[q[0]].p[2];
-
+
brush.face[1].v[1][0] = Node[q[1]].p[0];
brush.face[1].v[1][1] = (float)backface;
brush.face[1].v[1][2] = Node[q[1]].p[2];
-
+
brush.face[1].v[2][0] = Node[q[2]].p[0];
brush.face[1].v[2][1] = (float)backface;
brush.face[1].v[2][2] = Node[q[2]].p[2];
-
- for(k0=0; k0<brush.NumFaces-2; k0++)
+
+ for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
{
- k =k0+2;
- k1=(k0+1) % (brush.NumFaces-2);
-
+ k = k0 + 2;
+ k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
+
brush.face[k].v[0][0] = Node[q[k0]].p[0];
brush.face[k].v[0][1] = (float)front;
brush.face[k].v[0][2] = Node[q[k0]].p[2];
-
+
brush.face[k].v[1][0] = Node[q[k1]].p[0];
brush.face[k].v[1][1] = (float)front;
brush.face[k].v[1][2] = Node[q[k1]].p[2];
-
+
brush.face[k].v[2][0] = Node[q[k1]].p[0];
brush.face[k].v[2][1] = (float)backface;
brush.face[k].v[2][2] = Node[q[k1]].p[2];
brush.face[0].v[0][0] = (float)front;
brush.face[0].v[0][1] = Node[q[2]].p[1];
brush.face[0].v[0][2] = Node[q[2]].p[2];
-
+
brush.face[0].v[1][0] = (float)front;
brush.face[0].v[1][1] = Node[q[1]].p[1];
brush.face[0].v[1][2] = Node[q[1]].p[2];
-
+
brush.face[0].v[2][0] = (float)front;
brush.face[0].v[2][1] = Node[q[0]].p[1];
brush.face[0].v[2][2] = Node[q[0]].p[2];
-
+
// back
brush.face[1].v[0][0] = (float)backface;
brush.face[1].v[0][1] = Node[q[0]].p[1];
brush.face[1].v[0][2] = Node[q[0]].p[2];
-
+
brush.face[1].v[1][0] = (float)backface;
brush.face[1].v[1][1] = Node[q[1]].p[1];
brush.face[1].v[1][2] = Node[q[1]].p[2];
-
+
brush.face[1].v[2][0] = (float)backface;
brush.face[1].v[2][1] = Node[q[2]].p[1];
brush.face[1].v[2][2] = Node[q[2]].p[2];
-
- for(k0=0; k0<brush.NumFaces-2; k0++)
+
+ for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
{
- k =k0+2;
- k1=(k0+1) % (brush.NumFaces-2);
-
+ k = k0 + 2;
+ k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
+
brush.face[k].v[0][0] = (float)front;
brush.face[k].v[0][1] = Node[q[k0]].p[1];
brush.face[k].v[0][2] = Node[q[k0]].p[2];
-
+
brush.face[k].v[1][0] = (float)front;
brush.face[k].v[1][1] = Node[q[k1]].p[1];
brush.face[k].v[1][2] = Node[q[k1]].p[2];
-
+
brush.face[k].v[2][0] = (float)backface;
brush.face[k].v[2][1] = Node[q[k1]].p[1];
brush.face[k].v[2][2] = Node[q[k1]].p[2];
brush.face[0].v[0][0] = Node[q[2]].p[0];
brush.face[0].v[0][1] = Node[q[2]].p[1];
brush.face[0].v[0][2] = (float)front;
-
+
brush.face[0].v[1][0] = Node[q[1]].p[0];
brush.face[0].v[1][1] = Node[q[1]].p[1];
brush.face[0].v[1][2] = (float)front;
-
+
brush.face[0].v[2][0] = Node[q[0]].p[0];
brush.face[0].v[2][1] = Node[q[0]].p[1];
brush.face[0].v[2][2] = (float)front;
-
+
// back
brush.face[1].v[0][0] = Node[q[0]].p[0];
brush.face[1].v[0][1] = Node[q[0]].p[1];
brush.face[1].v[0][2] = (float)backface;
-
+
brush.face[1].v[1][0] = Node[q[1]].p[0];
brush.face[1].v[1][1] = Node[q[1]].p[1];
brush.face[1].v[1][2] = (float)backface;
-
+
brush.face[1].v[2][0] = Node[q[2]].p[0];
brush.face[1].v[2][1] = Node[q[2]].p[1];
brush.face[1].v[2][2] = (float)backface;
-
- for(k0=0; k0<brush.NumFaces-2; k0++)
+
+ for ( k0 = 0; k0 < brush.NumFaces - 2; k0++ )
{
- k =k0+2;
- k1=(k0+1) % (brush.NumFaces-2);
-
+ k = k0 + 2;
+ k1 = ( k0 + 1 ) % ( brush.NumFaces - 2 );
+
brush.face[k].v[0][0] = Node[q[k0]].p[0];
brush.face[k].v[0][1] = Node[q[k0]].p[1];
brush.face[k].v[0][2] = (float)front;
-
+
brush.face[k].v[1][0] = Node[q[k1]].p[0];
brush.face[k].v[1][1] = Node[q[k1]].p[1];
brush.face[k].v[1][2] = (float)front;
-
+
brush.face[k].v[2][0] = Node[q[k1]].p[0];
brush.face[k].v[2][1] = Node[q[k1]].p[1];
brush.face[k].v[2][2] = (float)backface;
}
break;
} // switch (Plane)
- for(face=0; face<6; face++)
+ for ( face = 0; face < 6; face++ )
{
- strcpy(brush.face[face].texture,(face<=1 ? skip : hint));
+ strcpy( brush.face[face].texture,( face <= 1 ? skip : hint ) );
brush.face[face].Shift[0] = 0;
brush.face[face].Shift[1] = 0;
brush.face[face].Rotate = 0.;
brush.face[face].Scale[0] = 1;
brush.face[face].Scale[1] = 1;
brush.face[face].Contents = CONTENTS_DETAIL;
- brush.face[face].Surface = (face<=1 ? SURF_SKIP : SURF_HINT);
+ brush.face[face].Surface = ( face <= 1 ? SURF_SKIP : SURF_HINT );
brush.face[face].Value = 0;
}
- if(!brush.Number) OpenFuncGroup();
- MakeBrush(&brush);
+ if ( !brush.Number ) {
+ OpenFuncGroup();
+ }
+ MakeBrush( &brush );
brush.Number++;
} // for(j=
} // for(i=
} // for(h=
} // for(w=
- if(brush.Number) CloseFuncGroup();
+ if ( brush.Number ) {
+ CloseFuncGroup();
+ }
}
- /*
- ghCursorCurrent = ghCursorDefault;
- SetCursor(ghCursorCurrent);
- */
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
}
//===========================================================================
-int CheckBorders(int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri)
-{
+int CheckBorders( int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri ){
int border;
int i, j, k0, k1, N;
float angle[3];
N = NumNodesUsed[0];
Tri = *pTri;
- for(i=0; i<NumTris[0]; i++)
+ for ( i = 0; i < NumTris[0]; i++ )
{
- EdgeOnSide(Tri[i].v,&k0,&border);
- if(border < 0) continue;
- CalcAngles(Node, Tri[i].v, angle);
- k1 = (k0+1) % 3;
- if((angle[k0] < SLIVER_ANGLE) || (angle[k1] < SLIVER_ANGLE))
- {
- j = Bisect(Node, border, Tri[i].v[k0], Tri[i].v[k1]);
- if(j >= 0)
- {
- if(!Node[j].used) // Shouldn't be used, but...
- {
+ EdgeOnSide( Tri[i].v,&k0,&border );
+ if ( border < 0 ) {
+ continue;
+ }
+ CalcAngles( Node, Tri[i].v, angle );
+ k1 = ( k0 + 1 ) % 3;
+ if ( ( angle[k0] < SLIVER_ANGLE ) || ( angle[k1] < SLIVER_ANGLE ) ) {
+ j = Bisect( Node, border, Tri[i].v[k0], Tri[i].v[k1] );
+ if ( j >= 0 ) {
+ if ( !Node[j].used ) { // Shouldn't be used, but...
NumNodesUsed[0]++;
Node[j].used++;
}
}
}
}
- if(NumNodesUsed[0] > N)
- {
- free(*pTri);
- tricall(NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY");
+ if ( NumNodesUsed[0] > N ) {
+ free( *pTri );
+ tricall( NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY" );
Tri = *pTri;
}
- return (NumNodesUsed[0] - N);
+ return ( NumNodesUsed[0] - N );
}