/*
-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
#include "gensurf.h"
#include "triangle.h"
-typedef struct
-{
- float error;
- int node;
+typedef struct {
+ float error;
+ int node;
} TRITABLE;
double dh, dv;
-int NVP1;
+int NVP1;
-#define Absolute(a) ((a) >= 0.0 ? (a) : -(a))
+#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));
- Node = *pNode;
- 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(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];
- Node[N].p[2] = (float)xyz[i][j].p[2];
- Node[N].fixed = xyz[i][j].fixed;
- }
- }
- // 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;
- NumNodesUsed = 4;
- tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");
- Tri = *pTri;
-
- // Which coordinates are we triangulating on?
- switch(Plane)
- {
- case PLANE_XZ0:
- case PLANE_XZ1:
- j0 = 1;
- j1 = 0;
- j2 = 2;
- break;
- case PLANE_YZ0:
- case PLANE_YZ1:
- j0 = 0;
- j1 = 1;
- j2 = 2;
- break;
- default:
- j0 = 2;
- j1 = 0;
- j2 = 1;
- }
-
- // 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));
-
- while(NumNodesUsed < NumNodesToSave)
- {
- 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++)
- {
- 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;
- 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", eMB_OK, eMB_ICONWARNING);
- 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);
- 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));
- }
- 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++)
- {
- 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++)
- {
- 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");
- 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
- // that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
- // vertex.
- while(CheckBorders(&NumNodesUsed,NumNodes[0],Node,NumTris,pTri) > 0)
- {
- }
- Tri = *pTri;
- }
- }
- free(TriTable);
- // One last time (because we're pessimistic), check border triangles
+ 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));
+ Node = *pNode;
+ 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 (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];
+ Node[N].p[2] = (float) xyz[i][j].p[2];
+ Node[N].fixed = xyz[i][j].fixed;
+ }
+ }
+ // 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;
+ NumNodesUsed = 4;
+ tricall(NumNodes[0], Node, NumTris, NULL, pTri, "cnzBNPY");
+ Tri = *pTri;
+
+ // Which coordinates are we triangulating on?
+ switch (Plane) {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ j0 = 1;
+ j1 = 0;
+ j2 = 2;
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ j0 = 0;
+ j1 = 1;
+ j2 = 2;
+ break;
+ default:
+ j0 = 2;
+ j1 = 0;
+ j2 = 1;
+ }
+
+ // 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));
+
+ while (NumNodesUsed < NumNodesToSave) {
+ 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++) {
+ 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;
+ }
+ 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", eMB_OK, eMB_ICONWARNING);
+ 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);
+ 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));
+ }
+ 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++) {
+ 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++) {
+ 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");
+ 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
+ // that minimum angle isn't less than SLIVER_ANGLE. If it is, add another
+ // vertex.
+ while (CheckBorders(&NumNodesUsed, NumNodes[0], Node, NumTris, pTri) > 0) {
+ }
+ Tri = *pTri;
+ }
+ }
+ 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++)
- {
- if(Node[i].used) continue;
- if(Node[i].fixed) 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++)
- Tri[i].flag = 0;
-
- for(i=0; i<NumNodes[0]; i++)
- {
- 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++)
- {
- 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", eMB_OK, eMB_ICONWARNING);
- 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);
- 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];
- if(Absolute(Node[i].error) > 0.5)
- {
- NumNodesUsed++;
- Node[i].used++;
- 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++)
- {
- j = Tri[i].v[1];
- Tri[i].v[1] = Tri[i].v[2];
- Tri[i].v[2] = j;
- }
- }
-
- // Store bounding box coords
- 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[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[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].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[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[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]);
- }
- /*
- ghCursorCurrent = ghCursorDefault;
- SetCursor(ghCursorCurrent);
- */
+ // 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++) {
+ if (Node[i].used) {
+ continue;
+ }
+ if (Node[i].fixed) {
+ 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++) {
+ Tri[i].flag = 0;
+ }
+
+ for (i = 0; i < NumNodes[0]; i++) {
+ 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++) {
+ 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", eMB_OK, eMB_ICONWARNING);
+ 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);
+ 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];
+ if (Absolute(Node[i].error) > 0.5) {
+ NumNodesUsed++;
+ Node[i].used++;
+ 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++) {
+ j = Tri[i].v[1];
+ Tri[i].v[1] = Tri[i].v[2];
+ Tri[i].v[2] = j;
+ }
+ }
+
+ // Store bounding box coords
+ 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[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[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].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[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[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]);
+ }
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
}
/* end MakeDecimatedMap */
/*****************************************************************************/
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 *NodeTable;
- TRI *ptri;
-
- /* Define input points. */
-
- for(i=0,NumUsedNodes=0; i<NumNodes; i++)
- if(Node[i].used) NumUsedNodes++;
-
- memset(&in, 0,sizeof(in));
- memset(&out,0,sizeof(out));
-
- 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++)
- {
- 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];
- break;
- case PLANE_YZ0:
- case PLANE_YZ1:
- 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];
- }
- NodeTable[N] = i;
- N++;
- }
- }
- in.pointattributelist = (REAL *) NULL;
- in.pointmarkerlist = (int *) NULL;
-
- if(strstr(Options,"r"))
- {
- int *TriTable;
- TriTable = (int *) malloc(NumNodes * sizeof(int));
- for(i=0,N=0; i<NumNodes; i++)
- {
- 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.triangleattributelist = (REAL *) NULL;
- in.trianglearealist = (REAL *) NULL;
- ptri = *inTri;
- 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]];
- }
- free(TriTable);
- }
- else
- {
- in.numberoftriangles = 0;
- in.numberofcorners = 3;
- in.numberoftriangleattributes = 0;
- in.trianglelist = (int *) NULL;
- in.triangleattributelist = (REAL *) NULL;
- in.trianglearealist = (REAL *) NULL;
- }
-
- in.numberofsegments = 0;
- in.segmentlist = (int *) NULL;
- in.segmentmarkerlist = (int *) NULL;
-
- in.numberofholes = 0;
- in.holelist = (REAL *) NULL;
-
- in.numberofregions = 0;
- in.regionlist = (REAL *) NULL;
-
- in.numberofedges = 0;
- in.edgelist = (int *) NULL;
- in.edgemarkerlist = (int *) NULL;
- in.normlist = (REAL *) NULL;
-
- /* Make necessary initializations */
- out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
- out.pointattributelist = (REAL *) NULL; /* Not needed if -N switch used or
+ struct triangulateio in, out;
+ 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++;
+ }
+ }
+
+ memset(&in, 0, sizeof(in));
+ memset(&out, 0, sizeof(out));
+
+ 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++) {
+ 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];
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ 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];
+ }
+ NodeTable[N] = i;
+ N++;
+ }
+ }
+ in.pointattributelist = (REAL *) NULL;
+ in.pointmarkerlist = (int *) NULL;
+
+ if (strstr(Options, "r")) {
+ int *TriTable;
+ TriTable = (int *) malloc(NumNodes * sizeof(int));
+ for (i = 0, N = 0; i < NumNodes; i++) {
+ 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.triangleattributelist = (REAL *) NULL;
+ in.trianglearealist = (REAL *) NULL;
+ ptri = *inTri;
+ 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]];
+ }
+ free(TriTable);
+ } else {
+ in.numberoftriangles = 0;
+ in.numberofcorners = 3;
+ in.numberoftriangleattributes = 0;
+ in.trianglelist = (int *) NULL;
+ in.triangleattributelist = (REAL *) NULL;
+ in.trianglearealist = (REAL *) NULL;
+ }
+
+ in.numberofsegments = 0;
+ in.segmentlist = (int *) NULL;
+ in.segmentmarkerlist = (int *) NULL;
+
+ in.numberofholes = 0;
+ in.holelist = (REAL *) NULL;
+
+ in.numberofregions = 0;
+ in.regionlist = (REAL *) NULL;
+
+ in.numberofedges = 0;
+ in.edgelist = (int *) NULL;
+ in.edgemarkerlist = (int *) NULL;
+ in.normlist = (REAL *) NULL;
+
+ /* Make necessary initializations */
+ out.pointlist = (REAL *) NULL; /* Not needed if -N switch used. */
+ 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
+ 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.trianglearealist = (REAL *) NULL;
- out.neighborlist = (int *) NULL; /* Needed only if -n switch used. */
- out.segmentlist = (int *) NULL; /* Needed only if segments are output
+ 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
(-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);
-
- NumTris[0] = out.numberoftriangles;
- *Tri = (TRI *) malloc(NumTris[0] * sizeof(TRI));
- ptri = *Tri;
-
- 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];
- }
-
- /* 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);
- return 0;
+ 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);
+
+ NumTris[0] = out.numberoftriangles;
+ *Tri = (TRI *) malloc(NumTris[0] * sizeof(TRI));
+ ptri = *Tri;
+
+ 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];
+ }
+
+ /* 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);
+ return 0;
}
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) )
- {
- edge[0] = 0;
- border[0] = 0;
- }
- if( (v[1] <= NV) && (v[2] <= NV) )
- {
- edge[0] = 1;
- border[0] = 0;
- }
- if( (v[2] <= NV) && (v[0] <= NV) )
- {
- edge[0] = 2;
- border[0] = 0;
- }
-
- R = NH*NVP1;
-
- if( (v[0] >= R) && (v[1] >= R) )
- {
- edge[0] = 0;
- border[0] = 1;
- }
- if( (v[1] >= R) && (v[2] >= R) )
- {
- edge[0] = 1;
- border[0] = 1;
- }
- if( (v[2] >= R) && (v[0] >= R) )
- {
- edge[0] = 2;
- border[0] = 1;
- }
-
- if(border[0] >= 0)
- {
- k0 = edge[0];
- 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;
- 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;
- 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;
- 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;
- 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;
- 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;
- edge[0] = 2;
- border[0] = 3;
- return;
- }
- return;
+ int R;
+ int k0, k1, N;
+ float Ndv;
+
+ border[0] = -1;
+
+ if ((v[0] <= NV) && (v[1] <= NV)) {
+ edge[0] = 0;
+ border[0] = 0;
+ }
+ if ((v[1] <= NV) && (v[2] <= NV)) {
+ edge[0] = 1;
+ border[0] = 0;
+ }
+ if ((v[2] <= NV) && (v[0] <= NV)) {
+ edge[0] = 2;
+ border[0] = 0;
+ }
+
+ R = NH * NVP1;
+
+ if ((v[0] >= R) && (v[1] >= R)) {
+ edge[0] = 0;
+ border[0] = 1;
+ }
+ if ((v[1] >= R) && (v[2] >= R)) {
+ edge[0] = 1;
+ border[0] = 1;
+ }
+ if ((v[2] >= R) && (v[0] >= R)) {
+ edge[0] = 2;
+ border[0] = 1;
+ }
+
+ if (border[0] >= 0) {
+ k0 = edge[0];
+ 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;
+ }
+ }
+ 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;
+ }
+ }
+ 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;
+ }
+ }
+ 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;
+ }
+ }
+ 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;
+ }
+ }
+ 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;
+ }
+ }
+ edge[0] = 2;
+ border[0] = 3;
+ return;
+ }
+ return;
}
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)
- {
- case PLANE_XZ0:
- case PLANE_XZ1:
- i = 0;
- j = 2;
- break;
- case PLANE_YZ0:
- case PLANE_YZ1:
- i = 1;
- j = 2;
- break;
- default:
- i = 0;
- j = 1;
- }
- x0 = node[v[0]].p[i];
- x1 = node[v[1]].p[i];
- x2 = node[v[2]].p[i];
- y0 = node[v[0]].p[j];
- 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;
-
- for(k=0; k<3; k++)
- {
- 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));
+ int i, j, k;
+ vec l;
+ vec x0, x1, x2, y0, y1, y2;
+ vec2 vv[3];
+ vec dot;
+
+ switch (Plane) {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ i = 0;
+ j = 2;
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ i = 1;
+ j = 2;
+ break;
+ default:
+ i = 0;
+ j = 1;
+ }
+ x0 = node[v[0]].p[i];
+ x1 = node[v[1]].p[i];
+ x2 = node[v[2]].p[i];
+ y0 = node[v[0]].p[j];
+ 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;
+
+ for (k = 0; k < 3; k++) {
+ 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));
}
+
//=================================================================
int Bisect(NODE *node, int border, int j0, int j1)
{
- int k;
-
- switch(border)
- {
- case 0:
- k = (j0+j1)/2;
- break;
- case 1:
- k = (j0+j1)/2;
- break;
- case 2:
- k = (int)((j0+j1)/(2*NVP1)) * NVP1;
- break;
- case 3:
- k = (int)((j0+j1+2)/(2*NVP1)) * NVP1 - 1;
- break;
- }
- return( ((k != j0) && (k != j1)) ? k : 0 );
+ int k;
+
+ switch (border) {
+ case 0:
+ k = (j0 + j1) / 2;
+ break;
+ case 1:
+ k = (j0 + j1) / 2;
+ break;
+ case 2:
+ k = (int) ((j0 + j1) / (2 * NVP1)) * NVP1;
+ break;
+ case 3:
+ k = (int) ((j0 + j1 + 2) / (2 * NVP1)) * NVP1 - 1;
+ break;
+ }
+ 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;
- return 0;
+ 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];
-
- // if texture2 is identical to texture0, there's no need to
- // check surface angle
- if(!g_strcasecmp(texture0,texture2) || !strlen(texture2))
- CheckAngle = FALSE;
- else
- {
- CheckAngle = TRUE;
- 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;
- }
- }
-
- contents = 0;
- if(surf)
- {
- if(UseDetail) contents += CONTENTS_DETAIL;
- if(UseLadder) contents += CONTENTS_LADDER;
- }
-
- OpenFuncGroup();
- for(i=0; i<NumTris; i++)
- {
- brush.Number = i;
- brush.NumFaces = 5;
- // front
- 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)
- {
- case PLANE_XY0:
- brush.face[0].v[0][2] += offset;
- brush.face[0].v[1][2] += offset;
- brush.face[0].v[1][2] += offset;
- break;
- case PLANE_XY1:
- brush.face[0].v[0][2] -= offset;
- brush.face[0].v[1][2] -= offset;
- brush.face[0].v[1][2] -= offset;
- break;
- case PLANE_XZ0:
- brush.face[0].v[0][1] += offset;
- brush.face[0].v[1][1] += offset;
- brush.face[0].v[1][1] += offset;
- break;
- case PLANE_XZ1:
- brush.face[0].v[0][1] -= offset;
- brush.face[0].v[1][1] -= offset;
- brush.face[0].v[1][1] -= offset;
- break;
- case PLANE_YZ0:
- brush.face[0].v[0][0] += offset;
- brush.face[0].v[1][0] += offset;
- brush.face[0].v[1][0] += offset;
- break;
- case PLANE_YZ1:
- brush.face[0].v[0][0] -= offset;
- brush.face[0].v[1][0] -= offset;
- brush.face[0].v[1][0] -= offset;
- break;
- }
- }
- switch(Plane)
- {
- case PLANE_XZ0:
- case PLANE_XZ1:
- // back
- 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];
- break;
- case PLANE_YZ0:
- case PLANE_YZ1:
- // back
- 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];
- break;
- default:
- // back
- 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++)
- {
- 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)
- brush.face[j].Surface = 0;
- 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);
- }
- else
- strcpy(brush.face[0].texture,texture0);
-
- if(surf) brush.face[0].Value = ArghRad2;
- MakeBrush(&brush);
- }
- CloseFuncGroup();
+ extern double backface;
+ 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)) {
+ CheckAngle = FALSE;
+ } else {
+ CheckAngle = TRUE;
+ 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;
+ }
+ }
+
+ contents = 0;
+ if (surf) {
+ if (UseDetail) {
+ contents += CONTENTS_DETAIL;
+ }
+ if (UseLadder) {
+ contents += CONTENTS_LADDER;
+ }
+ }
+
+ OpenFuncGroup();
+ for (i = 0; i < NumTris; i++) {
+ brush.Number = i;
+ brush.NumFaces = 5;
+ // front
+ 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) {
+ case PLANE_XY0:
+ brush.face[0].v[0][2] += offset;
+ brush.face[0].v[1][2] += offset;
+ brush.face[0].v[1][2] += offset;
+ break;
+ case PLANE_XY1:
+ brush.face[0].v[0][2] -= offset;
+ brush.face[0].v[1][2] -= offset;
+ brush.face[0].v[1][2] -= offset;
+ break;
+ case PLANE_XZ0:
+ brush.face[0].v[0][1] += offset;
+ brush.face[0].v[1][1] += offset;
+ brush.face[0].v[1][1] += offset;
+ break;
+ case PLANE_XZ1:
+ brush.face[0].v[0][1] -= offset;
+ brush.face[0].v[1][1] -= offset;
+ brush.face[0].v[1][1] -= offset;
+ break;
+ case PLANE_YZ0:
+ brush.face[0].v[0][0] += offset;
+ brush.face[0].v[1][0] += offset;
+ brush.face[0].v[1][0] += offset;
+ break;
+ case PLANE_YZ1:
+ brush.face[0].v[0][0] -= offset;
+ brush.face[0].v[1][0] -= offset;
+ brush.face[0].v[1][0] -= offset;
+ break;
+ }
+ }
+ switch (Plane) {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ // back
+ 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];
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ // back
+ 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];
+ break;
+ default:
+ // back
+ 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++) {
+ 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) {
+ brush.face[j].Surface = 0;
+ } 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);
+ }
+ } else {
+ strcpy(brush.face[0].texture, texture0);
+ }
+
+ if (surf) {
+ brush.face[0].Value = ArghRad2;
+ }
+ MakeBrush(&brush);
+ }
+ CloseFuncGroup();
} // end MakeBrushes
//=================================================================
-void MapOut(int NumNodes,int NumTris, NODE *Node, TRI *Tri)
+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]);
-
- if(AddHints || GimpHints)
- {
- switch(Game)
- {
- case SIN:
- strcpy(hint,"generic/misc/hint");
- strcpy(skip,"generic/misc/skip");
- break;
- case HALFLIFE:
- strcpy(hint,"HINT");
- strcpy(skip,"HINT");
- break;
- case HERETIC2:
- strcpy(hint,"general/hint");
- strcpy(skip,"general/skip");
- break;
- case KINGPIN:
- strcpy(hint,"common/0_hint");
- strcpy(skip,"common/0_skip");
- break;
- case QUAKE3:
- strcpy(hint,"common/hint");
- strcpy(skip,"common/skip");
- break;
- default:
- strcpy(hint,"e1u1/hint");
- strcpy(skip,"e1u1/skip");
- }
- }
-
- 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;
- float s[3];
- double front;
- 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)
- {
- case PLANE_XY1:
- front = LessThan(zmin,32.);
- break;
- case PLANE_XZ0:
- front = MoreThan(ymax,32.);
- break;
- case PLANE_XZ1:
- front = LessThan(ymin,32.);
- break;
- case PLANE_YZ0:
- front = MoreThan(xmax,32.);
- break;
- case PLANE_YZ1:
- front = LessThan(xmin,32.);
- break;
- default:
- front = MoreThan(zmax,32.);
- }
-
- for(i=0; i<NumTris; i++)
- Tri[i].flag = 0;
-
- switch(Plane)
- {
- case PLANE_XZ0:
- case PLANE_XZ1:
- j0 = 1;
- j1 = 0;
- j2 = 2;
- break;
- case PLANE_YZ0:
- case PLANE_YZ1:
- j0 = 0;
- j1 = 1;
- j2 = 2;
- break;
- default:
- j0 = 2;
- 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++)
- {
- 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(j=0; j<=NV-h && brush.Number < MaxHints; j++)
- {
- q[0] = i*NVP1+j;
- q[2] = q[0] + w*NVP1 + h;
- switch(Plane)
- {
- case PLANE_XY1:
- case PLANE_XZ0:
- case PLANE_YZ1:
- q[1] = q[0] + h;
- q[3] = q[2] - h;
- break;
- default:
- q[1] = q[2] - h;
- q[3] = q[0] + h;
- }
- 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;
-
- for(h0=0; h0<4 && OK; h0++)
- {
- 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]);
- }
- 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)
- {
- case PLANE_XZ0:
- case PLANE_XZ1:
- // front
- 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++)
- {
- 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];
- }
- break;
- case PLANE_YZ0:
- case PLANE_YZ1:
- // front
- 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++)
- {
- 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];
- }
- break;
- default:
- // front
- 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++)
- {
- 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++)
- {
- 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].Value = 0;
- }
- if(!brush.Number) OpenFuncGroup();
- MakeBrush(&brush);
- brush.Number++;
- } // for(j=
- } // for(i=
- } // for(h=
- } // for(w=
- if(brush.Number) CloseFuncGroup();
- }
- /*
- ghCursorCurrent = ghCursorDefault;
- SetCursor(ghCursorCurrent);
- */
+ 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]);
+
+ if (AddHints || GimpHints) {
+ switch (Game) {
+ case SIN:
+ strcpy(hint, "generic/misc/hint");
+ strcpy(skip, "generic/misc/skip");
+ break;
+ case HALFLIFE:
+ strcpy(hint, "HINT");
+ strcpy(skip, "HINT");
+ break;
+ case HERETIC2:
+ strcpy(hint, "general/hint");
+ strcpy(skip, "general/skip");
+ break;
+ case KINGPIN:
+ strcpy(hint, "common/0_hint");
+ strcpy(skip, "common/0_skip");
+ break;
+ case QUAKE3:
+ strcpy(hint, "common/hint");
+ strcpy(skip, "common/skip");
+ break;
+ default:
+ strcpy(hint, "e1u1/hint");
+ strcpy(skip, "e1u1/skip");
+ }
+ }
+
+ 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;
+ float s[3];
+ double front;
+ 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) {
+ case PLANE_XY1:
+ front = LessThan(zmin, 32.);
+ break;
+ case PLANE_XZ0:
+ front = MoreThan(ymax, 32.);
+ break;
+ case PLANE_XZ1:
+ front = LessThan(ymin, 32.);
+ break;
+ case PLANE_YZ0:
+ front = MoreThan(xmax, 32.);
+ break;
+ case PLANE_YZ1:
+ front = LessThan(xmin, 32.);
+ break;
+ default:
+ front = MoreThan(zmax, 32.);
+ }
+
+ for (i = 0; i < NumTris; i++) {
+ Tri[i].flag = 0;
+ }
+
+ switch (Plane) {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ j0 = 1;
+ j1 = 0;
+ j2 = 2;
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ j0 = 0;
+ j1 = 1;
+ j2 = 2;
+ break;
+ default:
+ j0 = 2;
+ 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++) {
+ 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 (j = 0; j <= NV - h && brush.Number < MaxHints; j++) {
+ q[0] = i * NVP1 + j;
+ q[2] = q[0] + w * NVP1 + h;
+ switch (Plane) {
+ case PLANE_XY1:
+ case PLANE_XZ0:
+ case PLANE_YZ1:
+ q[1] = q[0] + h;
+ q[3] = q[2] - h;
+ break;
+ default:
+ q[1] = q[2] - h;
+ q[3] = q[0] + h;
+ }
+ 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;
+ }
+
+ for (h0 = 0; h0 < 4 && OK; h0++) {
+ 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]);
+ }
+ 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) {
+ case PLANE_XZ0:
+ case PLANE_XZ1:
+ // front
+ 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++) {
+ 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];
+ }
+ break;
+ case PLANE_YZ0:
+ case PLANE_YZ1:
+ // front
+ 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++) {
+ 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];
+ }
+ break;
+ default:
+ // front
+ 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++) {
+ 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++) {
+ 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].Value = 0;
+ }
+ if (!brush.Number) {
+ OpenFuncGroup();
+ }
+ MakeBrush(&brush);
+ brush.Number++;
+ } // for(j=
+ } // for(i=
+ } // for(h=
+ } // for(w=
+ if (brush.Number) {
+ CloseFuncGroup();
+ }
+ }
+ /*
+ ghCursorCurrent = ghCursorDefault;
+ SetCursor(ghCursorCurrent);
+ */
}
+
//===========================================================================
int CheckBorders(int *NumNodesUsed, int NumNodes, NODE *Node, int *NumTris, TRI **pTri)
{
- int border;
- int i, j, k0, k1, N;
- float angle[3];
- TRI *Tri;
-
- N = NumNodesUsed[0];
- Tri = *pTri;
- 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...
- {
- NumNodesUsed[0]++;
- Node[j].used++;
- }
- }
- }
- }
- if(NumNodesUsed[0] > N)
- {
- free(*pTri);
- tricall(NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY");
- Tri = *pTri;
- }
- return (NumNodesUsed[0] - N);
+ int border;
+ int i, j, k0, k1, N;
+ float angle[3];
+ TRI *Tri;
+
+ N = NumNodesUsed[0];
+ Tri = *pTri;
+ 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...
+ NumNodesUsed[0]++;
+ Node[j].used++;
+ }
+ }
+ }
+ }
+ if (NumNodesUsed[0] > N) {
+ free(*pTri);
+ tricall(NumNodes, Node, NumTris, NULL, pTri, "cnzBNPY");
+ Tri = *pTri;
+ }
+ return (NumNodesUsed[0] - N);
}