/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "qe3.h" #define NEWEDGESEL 1 /* ======================================================================================================================= ======================================================================================================================= */ int FindPoint(idVec3 point) { int i, j; for (i = 0; i < g_qeglobals.d_numpoints; i++) { for (j = 0; j < 3; j++) { if (idMath::Fabs(point[j] - g_qeglobals.d_points[i][j]) > 0.1) { break; } } if (j == 3) { return i; } } VectorCopy(point, g_qeglobals.d_points[g_qeglobals.d_numpoints]); if (g_qeglobals.d_numpoints < MAX_POINTS - 1) { g_qeglobals.d_numpoints++; } return g_qeglobals.d_numpoints - 1; } /* ======================================================================================================================= ======================================================================================================================= */ int FindEdge(int p1, int p2, face_t *f) { int i; for (i = 0; i < g_qeglobals.d_numedges; i++) { if (g_qeglobals.d_edges[i].p1 == p2 && g_qeglobals.d_edges[i].p2 == p1) { g_qeglobals.d_edges[i].f2 = f; return i; } } g_qeglobals.d_edges[g_qeglobals.d_numedges].p1 = p1; g_qeglobals.d_edges[g_qeglobals.d_numedges].p2 = p2; g_qeglobals.d_edges[g_qeglobals.d_numedges].f1 = f; if (g_qeglobals.d_numedges < MAX_EDGES - 1) { g_qeglobals.d_numedges++; } return g_qeglobals.d_numedges - 1; } #ifdef NEWEDGESEL void MakeFace (brush_t * b, face_t * f) #else void MakeFace (face_t * f) #endif { idWinding *w; int i; int pnum[128]; #ifdef NEWEDGESEL w = Brush_MakeFaceWinding(b, f); #else w = Brush_MakeFaceWinding(selected_brushes.next, f); #endif if (!w) { return; } for (i = 0; i < w->GetNumPoints(); i++) { pnum[i] = FindPoint( (*w)[i].ToVec3() ); } for (i = 0; i < w->GetNumPoints(); i++) { FindEdge(pnum[i], pnum[(i + 1) % w->GetNumPoints()], f); } delete w; } /* ======================================================================================================================= ======================================================================================================================= */ void SetupVertexSelection(void) { face_t *f; brush_t *b; g_qeglobals.d_numpoints = 0; g_qeglobals.d_numedges = 0; #ifdef NEWEDGESEL for (b = selected_brushes.next; b != &selected_brushes; b = b->next) { for (f = b->brush_faces; f; f = f->next) { MakeFace(b, f); } } #else if (!QE_SingleBrush()) { return; } b = selected_brushes.next; for (f = b->brush_faces; f; f = f->next) { MakeFace(b, f); } #endif } #ifdef NEWEDGESEL void SelectFaceEdge (brush_t * b, face_t * f, int p1, int p2) #else void SelectFaceEdge (face_t * f, int p1, int p2) #endif { idWinding *w; int i, j, k; int pnum[128]; #ifdef NEWEDGESEL w = Brush_MakeFaceWinding(b, f); #else w = Brush_MakeFaceWinding(selected_brushes.next, f); #endif if (!w) { return; } for (i = 0; i < w->GetNumPoints(); i++) { pnum[i] = FindPoint( (*w)[i].ToVec3() ); } for (i = 0; i < w->GetNumPoints(); i++) { if (pnum[i] == p1 && pnum[(i + 1) % w->GetNumPoints()] == p2) { VectorCopy(g_qeglobals.d_points[pnum[i]], f->planepts[0]); VectorCopy(g_qeglobals.d_points[pnum[(i + 1) % w->GetNumPoints()]], f->planepts[1]); VectorCopy(g_qeglobals.d_points[pnum[(i + 2) % w->GetNumPoints()]], f->planepts[2]); for (j = 0; j < 3; j++) { for (k = 0; k < 3; k++) { f->planepts[j][k] = floor(f->planepts[j][k] / g_qeglobals.d_gridsize + 0.5) * g_qeglobals.d_gridsize; } } AddPlanept(&f->planepts[0]); AddPlanept(&f->planepts[1]); break; } } if ( i == w->GetNumPoints() ) { Sys_Status("SelectFaceEdge: failed\n"); } delete w; } /* ======================================================================================================================= ======================================================================================================================= */ void SelectVertex(int p1) { brush_t *b; idWinding *w; int i, j, k; face_t *f; #ifdef NEWEDGESEL for (b = selected_brushes.next; b != &selected_brushes; b = b->next) { for (f = b->brush_faces; f; f = f->next) { w = Brush_MakeFaceWinding(b, f); if (!w) { continue; } for (i = 0; i < w->GetNumPoints(); i++) { if ( FindPoint( (*w)[i].ToVec3() ) == p1 ) { VectorCopy((*w)[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]); VectorCopy((*w)[i], f->planepts[1]); VectorCopy((*w)[(i + 1) % w->GetNumPoints()], f->planepts[2]); for (j = 0; j < 3; j++) { for (k = 0; k < 3; k++) { // f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; } } AddPlanept(&f->planepts[1]); // MessageBeep(-1); break; } } delete w; } } #else b = selected_brushes.next; for (f = b->brush_faces; f; f = f->next) { w = Brush_MakeFaceWinding(b, f); if (!w) { continue; } for (i = 0; i < w->GetNumPoints(); i++) { if (FindPoint(w[i]) == p1) { VectorCopy(w[(i + w->GetNumPoints() - 1) % w->GetNumPoints()], f->planepts[0]); VectorCopy(w[i], f->planepts[1]); VectorCopy(w[(i + 1) % w->GetNumPoints()], f->planepts[2]); for (j = 0; j < 3; j++) { for (k = 0; k < 3; k++) { // f->planepts[j][k] = floor(f->planepts[j][k]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize; } } AddPlanept(&f->planepts[1]); // MessageBeep(-1); break; } } delete w; } #endif } /* ======================================================================================================================= ======================================================================================================================= */ void SelectEdgeByRay(idVec3 org, idVec3 dir) { int i, j, besti; float d, bestd; idVec3 mid, temp; pedge_t *e; // find the edge closest to the ray besti = -1; bestd = 8; for (i = 0; i < g_qeglobals.d_numedges; i++) { for (j = 0; j < 3; j++) { mid[j] = 0.5 * (g_qeglobals.d_points[g_qeglobals.d_edges[i].p1][j] + g_qeglobals.d_points[g_qeglobals.d_edges[i].p2][j]); } temp = mid - org; d = temp * dir; temp = org + d * dir; temp = mid - temp; d = temp.Length(); if ( d < bestd ) { bestd = d; besti = i; } } if (besti == -1) { Sys_Status("Click didn't hit an edge\n"); return; } Sys_Status("hit edge\n"); // // make the two faces that border the edge use the two edge points as primary drag // points // g_qeglobals.d_num_move_points = 0; e = &g_qeglobals.d_edges[besti]; #ifdef NEWEDGESEL for (brush_t * b = selected_brushes.next; b != &selected_brushes; b = b->next) { SelectFaceEdge(b, e->f1, e->p1, e->p2); SelectFaceEdge(b, e->f2, e->p2, e->p1); } #else SelectFaceEdge(e->f1, e->p1, e->p2); SelectFaceEdge(e->f2, e->p2, e->p1); #endif } /* ======================================================================================================================= ======================================================================================================================= */ void SelectVertexByRay(idVec3 org, idVec3 dir) { int i, besti; float d, bestd; idVec3 temp; float scale = g_pParentWnd->ActiveXY()->Scale(); // find the point closest to the ray besti = -1; bestd = 8 / scale / 2; for (i = 0; i < g_qeglobals.d_numpoints; i++) { temp = g_qeglobals.d_points[i] - org; d = temp * dir; temp = org + d * dir; temp = g_qeglobals.d_points[i] - temp; d = temp.Length(); if ( d < bestd ) { bestd = d; besti = i; } } if (besti == -1 || bestd > 8 / scale / 2 ) { Sys_Status("Click didn't hit a vertex\n"); return; } Sys_Status("hit vertex\n"); g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti]; // SelectVertex (besti); } extern void AddPatchMovePoint(idVec3 v, bool bMulti, bool bFull); /* ======================================================================================================================= ======================================================================================================================= */ void SelectCurvePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) { int i, besti; float d, bestd; idVec3 temp; // find the point closest to the ray float scale = g_pParentWnd->ActiveXY()->Scale(); besti = -1; bestd = 8 / scale / 2; //bestd = 8; for (i = 0; i < g_qeglobals.d_numpoints; i++) { temp = g_qeglobals.d_points[i] - org; d = temp * dir; temp = org + d * dir; temp = g_qeglobals.d_points[i] - temp; d = temp.Length(); if ( d <= bestd ) { bestd = d; besti = i; } } if (besti == -1) { if (g_pParentWnd->ActiveXY()->AreaSelectOK()) { g_qeglobals.d_select_mode = sel_area; VectorCopy(org, g_qeglobals.d_vAreaTL); VectorCopy(org, g_qeglobals.d_vAreaBR); } return; } // Sys_Status ("hit vertex\n"); AddPatchMovePoint( g_qeglobals.d_points[besti], ( buttons & MK_CONTROL ) != 0, ( buttons & MK_SHIFT ) != 0 ); } /* ======================================================================================================================= ======================================================================================================================= */ void SelectSplinePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) { int i, besti; float d, bestd; idVec3 temp; // find the point closest to the ray besti = -1; bestd = 8; for (i = 0; i < g_qeglobals.d_numpoints; i++) { temp = g_qeglobals.d_points[i] - org; d = temp * dir; temp = org + d * dir; temp = g_qeglobals.d_points[i] - temp; d = temp.Length(); if ( d <= bestd ) { bestd = d; besti = i; } } if (besti == -1) { return; } Sys_Status("hit curve point\n"); g_qeglobals.d_num_move_points = 0; g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti]; // g_splineList->setSelectedPoint(&g_qeglobals.d_points[besti]); }