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2770 lines
88 KiB
2770 lines
88 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include <stdafx.h>
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#include "MapOverlay.h"
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#include "MapFace.h"
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#include "MapSolid.h"
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#include "MapWorld.h"
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#include "MainFrm.h"
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#include "GlobalFunctions.h"
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#include "MapDoc.h"
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#include "TextureSystem.h"
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#include "Material.h"
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#include "materialsystem/IMesh.h"
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#include "Box3D.h"
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#include "MapDefs.h"
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#include "CollisionUtils.h"
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#include "MapSideList.h"
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#include "MapDisp.h"
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#include "ToolManager.h"
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#include "objectproperties.h"
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#include "ChunkFile.h"
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#include "mapview.h"
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#include "options.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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IMPLEMENT_MAPCLASS( CMapOverlay )
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#define OVERLAY_INITSIZE 25.0f // x2
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#define OVERLAY_BASIS_U 0
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#define OVERLAY_BASIS_V 1
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#define OVERLAY_BASIS_NORMAL 2
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#define OVERLAY_HANDLES_COUNT 4
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#define OVERLAY_WORLDSPACE_EPSILON 0.03125f
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#define OVERLAY_DISPSPACE_EPSILON 0.000001f
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#define OVERLAY_BARYCENTRIC_EPSILON 0.001f
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#define OVERLAY_BLENDTYPE_VERT 0
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#define OVERLAY_BLENDTYPE_EDGE 1
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#define OVERLAY_BLENDTYPE_BARY 2
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#define OVERLAY_ANGLE0 1
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#define OVERLAY_ANGLE45 2
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#define OVERLAY_ANGLE90 3
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#define OVERLAY_ANGLE135 4
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#define OVERLAY_INVALID_VALUE -99999.9f
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//=============================================================================
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//
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// Basis Functions
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//
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the basis data.
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_Clear( void )
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{
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m_Basis.m_pFace = NULL;
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m_Basis.m_vecOrigin.Init();
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for( int iAxis = 0; iAxis < 3; iAxis++ )
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{
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m_Basis.m_vecAxes[iAxis].Init( OVERLAY_INVALID_VALUE, OVERLAY_INVALID_VALUE, OVERLAY_INVALID_VALUE );
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m_Basis.m_nAxesFlip[iAxis] = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Build the overlay basis given an entity and base face (CMapFace).
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_Init( CMapFace *pFace )
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{
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// Valid face?
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Assert( pFace != NULL );
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if( !pFace )
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return;
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// Set the face the basis are derived from.
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Basis_SetFace( pFace );
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// Set the basis origin.
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Basis_UpdateOrigin();
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// Setup the basis axes.
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Basis_BuildAxes();
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// Initialize the texture coordinates - based on basis.
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Material_TexCoordInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_UpdateOrigin( void )
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{
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CMapEntity *pEntity = static_cast<CMapEntity*>( GetParent() );
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if ( pEntity )
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{
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Vector vecEntityOrigin;
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pEntity->GetOrigin( vecEntityOrigin );
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Vector vecPoint( 0.0f, 0.0f, 0.0f );
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if ( !EntityOnSurfFromListToBaseFacePlane( vecEntityOrigin, vecPoint ) )
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{
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vecPoint = vecEntityOrigin;
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}
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m_Basis.m_vecOrigin = vecPoint;
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}
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// Update the property box.
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Basis_UpdateParentKey();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_BuildAxes( void )
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{
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// Valid face?
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if( !m_Basis.m_pFace )
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return;
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// Build the basis axes.
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Vector vecFaceNormal;
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m_Basis.m_pFace->GetFaceNormal( vecFaceNormal );
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VectorNormalize( vecFaceNormal );
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VectorCopy( vecFaceNormal, m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] );
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Basis_SetInitialUAxis( vecFaceNormal );
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m_Basis.m_vecAxes[OVERLAY_BASIS_V] = m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].Cross( m_Basis.m_vecAxes[OVERLAY_BASIS_U] );
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VectorNormalize( m_Basis.m_vecAxes[OVERLAY_BASIS_V] );
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m_Basis.m_vecAxes[OVERLAY_BASIS_U] = m_Basis.m_vecAxes[OVERLAY_BASIS_V].Cross( m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] );
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VectorNormalize( m_Basis.m_vecAxes[OVERLAY_BASIS_U] );
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// Flip uvn axes?
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for ( int iAxis = 0; iAxis < 3; ++iAxis )
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{
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for ( int iComp = 0; iComp < 3; ++iComp )
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{
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if ( Basis_IsFlipped( iAxis, iComp ) )
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{
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m_Basis.m_vecAxes[iAxis][iComp] = -m_Basis.m_vecAxes[iAxis][iComp];
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}
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}
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}
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Basis_UpdateParentKey();
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}
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//-----------------------------------------------------------------------------
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// Purpose: A basis building helper function that finds the best guess u-axis
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// given a base face (CMapFace) normal.
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// Input: vecNormal - the base face normal
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_SetInitialUAxis( Vector const &vecNormal )
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{
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// Find the major vector component.
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int nMajorAxis = 0;
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float flAxisValue = vecNormal[0];
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if ( FloatMakePositive( vecNormal[1] ) > FloatMakePositive( flAxisValue ) )
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{
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nMajorAxis = 1;
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flAxisValue = vecNormal[1];
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}
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if ( FloatMakePositive( vecNormal[2] ) > FloatMakePositive( flAxisValue ) )
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{
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nMajorAxis = 2;
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}
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if ( ( nMajorAxis == 1 ) || ( nMajorAxis == 2 ) )
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{
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m_Basis.m_vecAxes[OVERLAY_BASIS_U].Init( 1.0f, 0.0f, 0.0f );
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}
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else
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{
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m_Basis.m_vecAxes[OVERLAY_BASIS_U].Init( 0.0f, 1.0f, 0.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CMapOverlay::Basis_IsValid( void )
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{
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for ( int iBasis = 0; iBasis < 3; ++iBasis )
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{
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for ( int iAxis = 0; iAxis < 3; ++iAxis )
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{
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if ( m_Basis.m_vecAxes[iBasis][iAxis] == OVERLAY_INVALID_VALUE )
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_SetFace( CMapFace *pFace )
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{
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// Verify face.
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if ( !pFace )
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return;
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m_Basis.m_pFace = pFace;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Copy the basis data from the source into the destination.
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// Input: pSrc - the basis source data
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// pDst (Output) - destination for the basis data
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_Copy( Basis_t *pSrc, Basis_t *pDst )
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{
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pDst->m_pFace = pSrc->m_pFace;
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pDst->m_vecOrigin = pSrc->m_vecOrigin;
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for ( int iAxis = 0; iAxis < 3; iAxis++ )
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{
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pDst->m_vecAxes[iAxis] = pSrc->m_vecAxes[iAxis];
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pDst->m_nAxesFlip[iAxis] = pSrc->m_nAxesFlip[iAxis];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_UpdateParentKey( void )
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{
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char szValue[80];
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CMapEntity *pEntity = ( CMapEntity* )GetParent();
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if ( pEntity )
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{
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sprintf( szValue, "%g %g %g", m_Basis.m_vecOrigin.x, m_Basis.m_vecOrigin.y, m_Basis.m_vecOrigin.z );
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pEntity->NotifyChildKeyChanged( this, "BasisOrigin", szValue );
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sprintf( szValue, "%g %g %g", m_Basis.m_vecAxes[OVERLAY_BASIS_U].x, m_Basis.m_vecAxes[OVERLAY_BASIS_U].y, m_Basis.m_vecAxes[OVERLAY_BASIS_U].z );
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pEntity->NotifyChildKeyChanged( this, "BasisU", szValue );
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sprintf( szValue, "%g %g %g", m_Basis.m_vecAxes[OVERLAY_BASIS_V].x, m_Basis.m_vecAxes[OVERLAY_BASIS_V].y, m_Basis.m_vecAxes[OVERLAY_BASIS_V].z );
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pEntity->NotifyChildKeyChanged( this, "BasisV", szValue );
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sprintf( szValue, "%g %g %g", m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].x, m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].y, m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].z );
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pEntity->NotifyChildKeyChanged( this, "BasisNormal", szValue );
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}
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}
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//=============================================================================
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//
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// Basis - Legacy support!
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_BuildFromSideList( void )
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{
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// Initialization (don't have or couldn't find the basis face)
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if ( m_Faces.Count() > 0 )
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{
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Basis_Init( m_Faces.Element( 0 ) );
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}
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else
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{
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m_Basis.m_pFace = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input: iAxis - 0, 1, 2 (u, v, n)
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// iComponet - 0, 1, 2 (x, y, z)
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//-----------------------------------------------------------------------------
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void CMapOverlay::Basis_ToggleAxesFlip( int iAxis, int iComponent )
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{
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if ( iAxis < 0 || iAxis > 2 || iComponent < 0 || iComponent > 2 )
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return;
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int nValue = ( 1 << iComponent );
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m_Basis.m_nAxesFlip[iAxis] ^= nValue;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CMapOverlay::Basis_IsFlipped( int iAxis, int iComponent )
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{
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if ( iAxis < 0 || iAxis > 2 || iComponent < 0 || iComponent > 2 )
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return false;
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int nValue = ( 1 << iComponent );
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return ( ( m_Basis.m_nAxesFlip[iAxis] & nValue ) != 0 );
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}
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//=============================================================================
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//
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// Handles Functions
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_Clear( void )
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{
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m_Handles.m_iHit = -1;
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for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
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{
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m_Handles.m_vec3D[iHandle].Init();
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}
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m_Handles.m_vecBasisCoords[0].Init( -OVERLAY_INITSIZE, -OVERLAY_INITSIZE );
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m_Handles.m_vecBasisCoords[1].Init( -OVERLAY_INITSIZE, OVERLAY_INITSIZE );
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m_Handles.m_vecBasisCoords[2].Init( OVERLAY_INITSIZE, OVERLAY_INITSIZE );
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m_Handles.m_vecBasisCoords[3].Init( OVERLAY_INITSIZE, -OVERLAY_INITSIZE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_Init( CMapFace *pFace )
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{
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IEditorTexture *pTexture = g_Textures.FindActiveTexture( GetDefaultTextureName() );
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int nWidth = pTexture->GetMappingWidth();
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int nHeight = pTexture->GetMappingHeight();
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// Half-height (width) and 1/4 scale
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int nWidthHalf = nWidth / 8;
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int nHeightHalf = nHeight / 8;
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m_Handles.m_vecBasisCoords[0].Init( -nWidthHalf, -nHeightHalf );
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m_Handles.m_vecBasisCoords[1].Init( -nWidthHalf, nHeightHalf );
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m_Handles.m_vecBasisCoords[2].Init( nWidthHalf, nHeightHalf );
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m_Handles.m_vecBasisCoords[3].Init( nWidthHalf, -nHeightHalf );
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Handles_Build3D();
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Handles_UpdateParentKey();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_Build3D( void )
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{
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// Verify that we have a valid basis to build the handles from.
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if ( !Basis_IsValid() )
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return;
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for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
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{
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Vector vecHandle;
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OverlayUVToOverlayPlane( m_Handles.m_vecBasisCoords[iHandle], vecHandle );
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OverlayPlaneToSurfFromList( vecHandle, m_Handles.m_vec3D[iHandle] );
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}
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Handles_FixOrder();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_Render3D( CRender3D *pRender )
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{
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// Set the render mode to "flat."
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pRender->PushRenderMode( RENDER_MODE_FLAT );
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// Set the color, should be based on selection.
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unsigned char ucColor[4];
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ucColor[0] = ucColor[1] = ucColor[2] = ucColor[3] = 255;
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unsigned char ucSelectColor[4];
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ucSelectColor[0] = ucSelectColor[3] = 255;
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ucSelectColor[1] = ucSelectColor[2] = 0;
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pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_SQUARE );
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for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
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{
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pRender->BeginRenderHitTarget( this, iHandle );
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if ( m_Handles.m_iHit == iHandle )
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{
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pRender->SetHandleColor( ucSelectColor[0], ucSelectColor[1], ucSelectColor[2] );
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}
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else
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{
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pRender->SetHandleColor( ucColor[0], ucColor[1], ucColor[2] );
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}
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pRender->DrawHandle( m_Handles.m_vec3D[iHandle] );
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pRender->EndRenderHitTarget();
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}
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pRender->PopRenderMode();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_SurfToOverlayPlane( CMapFace *pFace, Vector const &vecSurf, Vector &vecPoint )
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{
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Vector vecWorld;
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if ( pFace->HasDisp() )
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{
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EditDispHandle_t handle = pFace->GetDisp();
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CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
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pDisp->SurfToBaseFacePlane( vecSurf, vecWorld );
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}
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else
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{
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vecWorld = vecSurf;
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}
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WorldToOverlayPlane( vecWorld, vecPoint );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_Copy( Handles_t *pSrc, Handles_t *pDst )
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{
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pDst->m_iHit = pSrc->m_iHit;
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for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; ++iHandle )
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{
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pDst->m_vecBasisCoords[iHandle] = pSrc->m_vecBasisCoords[iHandle];
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pDst->m_vec3D[iHandle] = pSrc->m_vec3D[iHandle];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapOverlay::Handles_UpdateParentKey( void )
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{
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char szValue[80];
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CMapEntity *pEntity = ( CMapEntity* )GetParent();
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if ( pEntity )
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{
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sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[0].x, m_Handles.m_vecBasisCoords[0].y, ( float )m_Basis.m_nAxesFlip[0] );
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pEntity->NotifyChildKeyChanged( this, "uv0", szValue );
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sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[1].x, m_Handles.m_vecBasisCoords[1].y, ( float )m_Basis.m_nAxesFlip[1] );
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pEntity->NotifyChildKeyChanged( this, "uv1", szValue );
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sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[2].x, m_Handles.m_vecBasisCoords[2].y, ( float )m_Basis.m_nAxesFlip[2] );
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pEntity->NotifyChildKeyChanged( this, "uv2", szValue );
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sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[3].x, m_Handles.m_vecBasisCoords[3].y, 0.0f );
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pEntity->NotifyChildKeyChanged( this, "uv3", szValue );
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}
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}
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//=============================================================================
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//
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// ClipFace Functions
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CMapOverlay::ClipFace_t *CMapOverlay::ClipFace_Create( int nSize )
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{
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ClipFace_t *pClipFace = new ClipFace_t;
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if ( pClipFace )
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{
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pClipFace->m_nPointCount = nSize;
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if ( nSize > 0 )
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{
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pClipFace->m_aPoints.SetSize( nSize );
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pClipFace->m_aNormals.SetSize( nSize );
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pClipFace->m_aDispPointUVs.SetSize( nSize );
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for ( int iCoord = 0; iCoord < NUM_CLIPFACE_TEXCOORDS; iCoord++ )
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{
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pClipFace->m_aTexCoords[iCoord].SetSize( nSize );
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}
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pClipFace->m_aBlends.SetSize( nSize );
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for ( int iPoint = 0; iPoint < nSize; iPoint++ )
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{
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pClipFace->m_aPoints[iPoint].Init();
|
|
pClipFace->m_aNormals[iPoint].Init( 0, 0, 1 );
|
|
pClipFace->m_aDispPointUVs[iPoint].Init();
|
|
pClipFace->m_aBlends[iPoint].Init();
|
|
|
|
for ( int iCoord = 0; iCoord < NUM_CLIPFACE_TEXCOORDS; iCoord++ )
|
|
{
|
|
pClipFace->m_aTexCoords[iCoord][iPoint].Init();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return pClipFace;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_Destroy( ClipFace_t **ppClipFace )
|
|
{
|
|
if( *ppClipFace )
|
|
{
|
|
delete *ppClipFace;
|
|
*ppClipFace = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CMapOverlay::ClipFace_t *CMapOverlay::ClipFace_Copy( ClipFace_t *pSrc )
|
|
{
|
|
ClipFace_t *pDst = ClipFace_Create( pSrc->m_nPointCount );
|
|
if ( pDst )
|
|
{
|
|
for ( int iPoint = 0; iPoint < pSrc->m_nPointCount; iPoint++ )
|
|
{
|
|
pDst->m_aPoints[iPoint] = pSrc->m_aPoints[iPoint];
|
|
pDst->m_aNormals[iPoint] = pSrc->m_aNormals[iPoint];
|
|
pDst->m_aDispPointUVs[iPoint] = pSrc->m_aDispPointUVs[iPoint];
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
{
|
|
pDst->m_aTexCoords[iTexCoord][iPoint] = pSrc->m_aTexCoords[iTexCoord][iPoint];
|
|
}
|
|
|
|
pDst->m_aBlends[iPoint].m_nType = pSrc->m_aBlends[iPoint].m_nType;
|
|
for ( int iBlend = 0; iBlend < 3; iBlend++ )
|
|
{
|
|
pDst->m_aBlends[iPoint].m_iPoints[iBlend] = pSrc->m_aBlends[iPoint].m_iPoints[iBlend];
|
|
pDst->m_aBlends[iPoint].m_flBlends[iBlend] = pSrc->m_aBlends[iPoint].m_flBlends[iBlend];
|
|
}
|
|
}
|
|
}
|
|
|
|
return pDst;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_GetBounds( ClipFace_t *pClipFace, Vector &vecMin, Vector &vecMax )
|
|
{
|
|
if ( pClipFace )
|
|
{
|
|
vecMin = vecMax = pClipFace->m_aPoints.Element( 0 );
|
|
|
|
for ( int iPoints = 1; iPoints < pClipFace->m_nPointCount; iPoints++ )
|
|
{
|
|
Vector vecPoint = pClipFace->m_aPoints.Element( iPoints );
|
|
|
|
// Min
|
|
if ( vecMin.x > vecPoint.x ) { vecMin.x = vecPoint.x; }
|
|
if ( vecMin.y > vecPoint.y ) { vecMin.y = vecPoint.y; }
|
|
if ( vecMin.z > vecPoint.z ) { vecMin.z = vecPoint.z; }
|
|
|
|
// Max
|
|
if ( vecMax.x < vecPoint.x ) { vecMax.x = vecPoint.x; }
|
|
if ( vecMax.y < vecPoint.y ) { vecMax.y = vecPoint.y; }
|
|
if ( vecMax.z < vecPoint.z ) { vecMax.z = vecPoint.z; }
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_Clip( ClipFace_t *pClipFace, cplane_t *pClipPlane, float flEpsilon,
|
|
ClipFace_t **ppFront, ClipFace_t **ppBack )
|
|
{
|
|
if ( !pClipFace )
|
|
return;
|
|
|
|
float flDists[128];
|
|
int nSides[128];
|
|
int nSideCounts[3];
|
|
|
|
// Initialize
|
|
*ppFront = *ppBack = NULL;
|
|
|
|
// Determine "sidedness" of all the polygon points.
|
|
nSideCounts[0] = nSideCounts[1] = nSideCounts[2] = 0;
|
|
int iPoint;
|
|
for ( iPoint = 0; iPoint < pClipFace->m_nPointCount; iPoint++ )
|
|
{
|
|
flDists[iPoint] = pClipPlane->normal.Dot( pClipFace->m_aPoints.Element( iPoint ) ) - pClipPlane->dist;
|
|
|
|
if ( flDists[iPoint] > flEpsilon )
|
|
{
|
|
nSides[iPoint] = SIDE_FRONT;
|
|
}
|
|
else if ( flDists[iPoint] < -flEpsilon )
|
|
{
|
|
nSides[iPoint] = SIDE_BACK;
|
|
}
|
|
else
|
|
{
|
|
nSides[iPoint] = SIDE_ON;
|
|
}
|
|
|
|
nSideCounts[nSides[iPoint]]++;
|
|
}
|
|
|
|
// Wrap around (close the polygon).
|
|
nSides[iPoint] = nSides[0];
|
|
flDists[iPoint] = flDists[0];
|
|
|
|
// All points in back - no split (copy face to back).
|
|
if( !nSideCounts[SIDE_FRONT] )
|
|
{
|
|
*ppBack = ClipFace_Copy( pClipFace );
|
|
return;
|
|
}
|
|
|
|
// All points in front - no split (copy face to front).
|
|
if( !nSideCounts[SIDE_BACK] )
|
|
{
|
|
*ppFront = ClipFace_Copy( pClipFace );
|
|
return;
|
|
}
|
|
|
|
// Build new front and back faces. Leave room for two extra points on each side because any
|
|
// point might be on the plane, which would put it into both the front and back sides, and then
|
|
// we need to allow for an additional vertex created by clipping.
|
|
ClipFace_t *pFront = ClipFace_Create( pClipFace->m_nPointCount + 2 );
|
|
ClipFace_t *pBack = ClipFace_Create( pClipFace->m_nPointCount + 2 );
|
|
if ( !pFront || !pBack )
|
|
{
|
|
ClipFace_Destroy( &pFront );
|
|
ClipFace_Destroy( &pBack );
|
|
return;
|
|
}
|
|
|
|
// Reset the counts as they are used to build the surface.
|
|
pFront->m_nPointCount = 0;
|
|
pBack->m_nPointCount = 0;
|
|
|
|
// For every point on the face being clipped, determine which side of the clipping plane it is on
|
|
// and add it to a either a front list or a back list. Points that are on the plane are added to
|
|
// both lists.
|
|
for ( iPoint = 0; iPoint < pClipFace->m_nPointCount; iPoint++ )
|
|
{
|
|
// "On" clip plane.
|
|
if ( nSides[iPoint] == SIDE_ON )
|
|
{
|
|
pFront->m_aPoints[pFront->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pFront->m_aNormals[pFront->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pFront->m_aTexCoords[iTexCoord][pFront->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
pFront->m_nPointCount++;
|
|
|
|
pBack->m_aPoints[pBack->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pBack->m_aNormals[pBack->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pBack->m_aTexCoords[iTexCoord][pBack->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
pBack->m_nPointCount++;
|
|
|
|
continue;
|
|
}
|
|
|
|
// "In back" of clip plane.
|
|
if ( nSides[iPoint] == SIDE_BACK )
|
|
{
|
|
pBack->m_aPoints[pBack->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pBack->m_aNormals[pBack->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pBack->m_aTexCoords[iTexCoord][pBack->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
pBack->m_nPointCount++;
|
|
}
|
|
|
|
// "In front" of clip plane.
|
|
if ( nSides[iPoint] == SIDE_FRONT )
|
|
{
|
|
pFront->m_aPoints[pFront->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pFront->m_aNormals[pFront->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pFront->m_aTexCoords[iTexCoord][pFront->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
pFront->m_nPointCount++;
|
|
}
|
|
|
|
if ( nSides[iPoint+1] == SIDE_ON || nSides[iPoint+1] == nSides[iPoint] )
|
|
continue;
|
|
|
|
// Split!
|
|
float fraction = flDists[iPoint] / ( flDists[iPoint] - flDists[iPoint+1] );
|
|
|
|
Vector vecPoint = pClipFace->m_aPoints[iPoint] + ( pClipFace->m_aPoints[(iPoint+1)%pClipFace->m_nPointCount] - pClipFace->m_aPoints[iPoint] ) * fraction;
|
|
Vector vecNormal = pClipFace->m_aNormals[iPoint] + ( pClipFace->m_aNormals[(iPoint+1)%pClipFace->m_nPointCount] - pClipFace->m_aNormals[iPoint] ) * fraction;
|
|
vecNormal.NormalizeInPlace();
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
{
|
|
Vector2D vecTexCoord = pClipFace->m_aTexCoords[iTexCoord][iPoint] + ( pClipFace->m_aTexCoords[iTexCoord][(iPoint+1)%pClipFace->m_nPointCount] - pClipFace->m_aTexCoords[iTexCoord][iPoint] ) * fraction;
|
|
pFront->m_aTexCoords[iTexCoord][pFront->m_nPointCount] = vecTexCoord;
|
|
pBack->m_aTexCoords[iTexCoord][pBack->m_nPointCount] = vecTexCoord;
|
|
}
|
|
|
|
pFront->m_aPoints[pFront->m_nPointCount] = vecPoint;
|
|
pFront->m_aNormals[pFront->m_nPointCount] = vecNormal;
|
|
pFront->m_nPointCount++;
|
|
|
|
pBack->m_aPoints[pBack->m_nPointCount] = vecPoint;
|
|
pBack->m_aNormals[pBack->m_nPointCount] = vecNormal;
|
|
pBack->m_nPointCount++;
|
|
}
|
|
|
|
*ppFront = pFront;
|
|
*ppBack = pBack;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_ClipBarycentric( ClipFace_t *pClipFace, cplane_t *pClipPlane, float flEpsilon,
|
|
int iClip, CMapDisp *pDisp,
|
|
ClipFace_t **ppFront, ClipFace_t **ppBack )
|
|
{
|
|
if ( !pClipFace )
|
|
return;
|
|
|
|
float flDists[128];
|
|
int nSides[128];
|
|
int nSideCounts[3];
|
|
|
|
// Determine "sidedness" of all the polygon points.
|
|
nSideCounts[0] = nSideCounts[1] = nSideCounts[2] = 0;
|
|
int iPoint;
|
|
for ( iPoint = 0; iPoint < pClipFace->m_nPointCount; iPoint++ )
|
|
{
|
|
flDists[iPoint] = pClipPlane->normal.Dot( pClipFace->m_aDispPointUVs.Element( iPoint ) ) - pClipPlane->dist;
|
|
|
|
if ( flDists[iPoint] > flEpsilon )
|
|
{
|
|
nSides[iPoint] = SIDE_FRONT;
|
|
}
|
|
else if ( flDists[iPoint] < -flEpsilon )
|
|
{
|
|
nSides[iPoint] = SIDE_BACK;
|
|
}
|
|
else
|
|
{
|
|
nSides[iPoint] = SIDE_ON;
|
|
}
|
|
|
|
nSideCounts[nSides[iPoint]]++;
|
|
}
|
|
|
|
// Wrap around (close the polygon).
|
|
nSides[iPoint] = nSides[0];
|
|
flDists[iPoint] = flDists[0];
|
|
|
|
// All points in back - no split (copy face to back).
|
|
if( !nSideCounts[SIDE_FRONT] )
|
|
{
|
|
*ppBack = ClipFace_Copy( pClipFace );
|
|
return;
|
|
}
|
|
|
|
// All points in front - no split (copy face to front).
|
|
if( !nSideCounts[SIDE_BACK] )
|
|
{
|
|
*ppFront = ClipFace_Copy( pClipFace );
|
|
return;
|
|
}
|
|
|
|
// Build new front and back faces.
|
|
// NOTE: We are allowing to go over by 2 and then destroy the surface later. The old system
|
|
// allowed for some bad data and we need to be able to load the map and destroy the surface!
|
|
int nMaxPointCount = pClipFace->m_nPointCount + 1;
|
|
ClipFace_t *pFront = ClipFace_Create( nMaxPointCount + 2 );
|
|
ClipFace_t *pBack = ClipFace_Create( nMaxPointCount + 2 );
|
|
if ( !pFront || !pBack )
|
|
{
|
|
ClipFace_Destroy( &pFront );
|
|
ClipFace_Destroy( &pBack );
|
|
return;
|
|
}
|
|
|
|
// Reset the counts as they are used to build the surface.
|
|
pFront->m_nPointCount = 0;
|
|
pBack->m_nPointCount = 0;
|
|
|
|
for ( iPoint = 0; iPoint < pClipFace->m_nPointCount; iPoint++ )
|
|
{
|
|
// "On" clip plane.
|
|
if ( nSides[iPoint] == SIDE_ON )
|
|
{
|
|
pFront->m_aPoints[pFront->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pFront->m_aNormals[pFront->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
pFront->m_aDispPointUVs[pFront->m_nPointCount] = pClipFace->m_aDispPointUVs[iPoint];
|
|
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pFront->m_aTexCoords[iTexCoord][pFront->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
|
|
ClipFace_CopyBlendFrom( pFront, &pClipFace->m_aBlends[iPoint] );
|
|
pFront->m_nPointCount++;
|
|
|
|
pBack->m_aPoints[pBack->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pBack->m_aNormals[pBack->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
pBack->m_aDispPointUVs[pBack->m_nPointCount] = pClipFace->m_aDispPointUVs[iPoint];
|
|
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pBack->m_aTexCoords[iTexCoord][pBack->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
|
|
ClipFace_CopyBlendFrom( pBack, &pClipFace->m_aBlends[iPoint] );
|
|
pBack->m_nPointCount++;
|
|
|
|
continue;
|
|
}
|
|
|
|
// "In back" of clip plane.
|
|
if ( nSides[iPoint] == SIDE_BACK )
|
|
{
|
|
pBack->m_aPoints[pBack->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pBack->m_aNormals[pBack->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
pBack->m_aDispPointUVs[pBack->m_nPointCount] = pClipFace->m_aDispPointUVs[iPoint];
|
|
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pBack->m_aTexCoords[iTexCoord][pBack->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
|
|
ClipFace_CopyBlendFrom( pBack, &pClipFace->m_aBlends[iPoint] );
|
|
pBack->m_nPointCount++;
|
|
}
|
|
|
|
// "In front" of clip plane.
|
|
if ( nSides[iPoint] == SIDE_FRONT )
|
|
{
|
|
pFront->m_aPoints[pFront->m_nPointCount] = pClipFace->m_aPoints[iPoint];
|
|
pFront->m_aNormals[pFront->m_nPointCount] = pClipFace->m_aNormals[iPoint];
|
|
pFront->m_aDispPointUVs[pFront->m_nPointCount] = pClipFace->m_aDispPointUVs[iPoint];
|
|
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
pFront->m_aTexCoords[iTexCoord][pFront->m_nPointCount] = pClipFace->m_aTexCoords[iTexCoord][iPoint];
|
|
|
|
ClipFace_CopyBlendFrom( pFront, &pClipFace->m_aBlends[iPoint] );
|
|
pFront->m_nPointCount++;
|
|
}
|
|
|
|
if ( nSides[iPoint+1] == SIDE_ON || nSides[iPoint+1] == nSides[iPoint] )
|
|
continue;
|
|
|
|
// Split!
|
|
float fraction = flDists[iPoint] / ( flDists[iPoint] - flDists[iPoint+1] );
|
|
|
|
Vector vecPoint = pClipFace->m_aPoints[iPoint] + ( pClipFace->m_aPoints[(iPoint+1)%pClipFace->m_nPointCount] - pClipFace->m_aPoints[iPoint] ) * fraction;
|
|
Vector vecNormal = pClipFace->m_aNormals[iPoint] + ( pClipFace->m_aNormals[(iPoint+1)%pClipFace->m_nPointCount] - pClipFace->m_aNormals[iPoint] ) * fraction;
|
|
vecNormal.NormalizeInPlace();
|
|
Vector vecDispPointUV = pClipFace->m_aDispPointUVs[iPoint] + ( pClipFace->m_aDispPointUVs[(iPoint+1)%pClipFace->m_nPointCount] - pClipFace->m_aDispPointUVs[iPoint] ) * fraction;
|
|
|
|
Vector2D vecUV, vecTexCoord;
|
|
PointInQuadToBarycentric( m_pOverlayFace->m_aPoints[0], m_pOverlayFace->m_aPoints[3],
|
|
m_pOverlayFace->m_aPoints[2], m_pOverlayFace->m_aPoints[1],
|
|
vecPoint, vecUV );
|
|
|
|
vecUV.x = clamp( vecUV.x, 0.0f, 1.0f );
|
|
vecUV.y = clamp( vecUV.y, 0.0f, 1.0f );
|
|
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
{
|
|
TexCoordInQuadFromBarycentric( m_pOverlayFace->m_aTexCoords[iTexCoord][0], m_pOverlayFace->m_aTexCoords[iTexCoord][3],
|
|
m_pOverlayFace->m_aTexCoords[iTexCoord][2], m_pOverlayFace->m_aTexCoords[iTexCoord][1],
|
|
vecUV, vecTexCoord );
|
|
|
|
pFront->m_aTexCoords[iTexCoord][pFront->m_nPointCount] = vecTexCoord;
|
|
pBack->m_aTexCoords[iTexCoord][pBack->m_nPointCount] = vecTexCoord;
|
|
}
|
|
|
|
pFront->m_aPoints[pFront->m_nPointCount] = vecPoint;
|
|
pFront->m_aNormals[pFront->m_nPointCount] = vecNormal;
|
|
pFront->m_aDispPointUVs[pFront->m_nPointCount] = vecDispPointUV;
|
|
ClipFace_BuildBlend( pFront, pDisp, pClipPlane, iClip, vecDispPointUV, vecPoint );
|
|
pFront->m_nPointCount++;
|
|
|
|
pBack->m_aPoints[pBack->m_nPointCount] = vecPoint;
|
|
pBack->m_aNormals[pBack->m_nPointCount] = vecNormal;
|
|
pBack->m_aDispPointUVs[pBack->m_nPointCount] = vecDispPointUV;
|
|
ClipFace_BuildBlend( pBack, pDisp, pClipPlane, iClip, vecDispPointUV, vecPoint );
|
|
pBack->m_nPointCount++;
|
|
}
|
|
|
|
// Check for a bad surface.
|
|
if ( ( pFront->m_nPointCount > nMaxPointCount ) || ( pBack->m_nPointCount > nMaxPointCount ) )
|
|
return;
|
|
|
|
*ppFront = pFront;
|
|
*ppBack = pBack;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_PreClipDisp( ClipFace_t *pClipFace, CMapDisp *pDisp )
|
|
{
|
|
// Valid clip face and/or displacement surface.
|
|
if ( !pClipFace || !pDisp )
|
|
return;
|
|
|
|
// Transform all of the overlay points into disp uv space.
|
|
for ( int iPoint = 0; iPoint < pClipFace->m_nPointCount; iPoint++ )
|
|
{
|
|
Vector2D vecTmp;
|
|
pDisp->BaseFacePlaneToDispUV( pClipFace->m_aPoints[iPoint], vecTmp );
|
|
|
|
pClipFace->m_aDispPointUVs[iPoint].x = clamp(vecTmp.x, 0.0f, 1.0f);
|
|
pClipFace->m_aDispPointUVs[iPoint].y = clamp(vecTmp.y, 0.0f, 1.0f);
|
|
pClipFace->m_aDispPointUVs[iPoint].z = 0.0f;
|
|
}
|
|
|
|
// Set initial point barycentric blend types.
|
|
for ( int iPoint = 0; iPoint < pClipFace->m_nPointCount; ++iPoint )
|
|
{
|
|
Vector2D vecDispUV;
|
|
vecDispUV.x = pClipFace->m_aDispPointUVs[iPoint].x;
|
|
vecDispUV.y = pClipFace->m_aDispPointUVs[iPoint].y;
|
|
|
|
int iTris[3];
|
|
Vector2D vecVertsUV[3];
|
|
GetTriVerts( pDisp, vecDispUV, iTris, vecVertsUV );
|
|
|
|
float flCoefs[3];
|
|
if ( ClipFace_CalcBarycentricCooefs( pDisp, vecVertsUV, vecDispUV, flCoefs ) )
|
|
{
|
|
ClipFace_ResolveBarycentricClip( pDisp, pClipFace, iPoint, vecDispUV, flCoefs, iTris, vecVertsUV );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_PostClipDisp( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapOverlay::ClipFace_CalcBarycentricCooefs( CMapDisp *pDisp, Vector2D *pVertsUV,
|
|
const Vector2D &vecPointUV, float *pCoefs )
|
|
{
|
|
// Area in disp UV space is always the same.
|
|
float flTotalArea = 0.5f;
|
|
float flOOTotalArea = 1.0f / flTotalArea;
|
|
|
|
int nInterval = pDisp->GetWidth();
|
|
Vector2D vecScaledPointUV = vecPointUV * ( nInterval - 1.000001f );
|
|
|
|
Vector2D vecSegment0, vecSegment1;
|
|
|
|
// Get the area for cooeficient 0 (pt, v1, v2).
|
|
vecSegment0 = pVertsUV[1] - vecScaledPointUV;
|
|
vecSegment1 = pVertsUV[2] - vecScaledPointUV;
|
|
// Cross
|
|
float flSubArea = ( ( vecSegment1.x * vecSegment0.y ) - ( vecSegment0.x * vecSegment1.y ) ) * 0.5f;
|
|
pCoefs[0] = flSubArea * flOOTotalArea;
|
|
|
|
// Get the area for cooeficient 1 (v0, pt, v2).
|
|
vecSegment0 = vecScaledPointUV - pVertsUV[0];
|
|
vecSegment1 = pVertsUV[2] - pVertsUV[0];
|
|
// Cross
|
|
flSubArea = ( ( vecSegment1.x * vecSegment0.y ) - ( vecSegment0.x * vecSegment1.y ) ) * 0.5f;
|
|
pCoefs[1] = flSubArea * flOOTotalArea;
|
|
|
|
// Get the area for cooeficient 2 (v0, v1, pt).
|
|
vecSegment0 = pVertsUV[1] - pVertsUV[0];
|
|
vecSegment1 = vecScaledPointUV - pVertsUV[0];
|
|
// Cross
|
|
flSubArea = ( ( vecSegment1.x * vecSegment0.y ) - ( vecSegment0.x * vecSegment1.y ) ) * 0.5f;
|
|
pCoefs[2] = flSubArea * flOOTotalArea;
|
|
|
|
float flCoefTotal = pCoefs[0] + pCoefs[1] + pCoefs[2];
|
|
if ( FloatMakePositive( 1.0f - flCoefTotal ) < 0.00001f )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_ResolveBarycentricClip( CMapDisp *pDisp, ClipFace_t *pClipFace, int iClipFacePoint,
|
|
const Vector2D &vecPointUV, float *pCoefs,
|
|
int *pTris, Vector2D *pVertsUV )
|
|
{
|
|
int nInterval = pDisp->GetWidth();
|
|
Vector2D vecScaledPointUV = vecPointUV * ( nInterval - 1.000001f );
|
|
|
|
// Find the number of coefficients "equal" to zero.
|
|
int nZeroCount = 0;
|
|
bool bZeroPoint[3];
|
|
for ( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
bZeroPoint[iVert] = false;
|
|
if ( fabs( pCoefs[iVert] ) < OVERLAY_BARYCENTRIC_EPSILON )
|
|
{
|
|
nZeroCount++;
|
|
bZeroPoint[iVert] = true;
|
|
}
|
|
}
|
|
|
|
// Check for points - set to a point.
|
|
if ( nZeroCount == 2 )
|
|
{
|
|
for ( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
if ( !bZeroPoint[iVert] )
|
|
{
|
|
pClipFace->m_aBlends[iClipFacePoint].m_nType = OVERLAY_BLENDTYPE_VERT;
|
|
pClipFace->m_aBlends[iClipFacePoint].m_iPoints[0] = pTris[iVert];
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for edges - setup edge blend.
|
|
if ( nZeroCount == 1 )
|
|
{
|
|
for ( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
if ( bZeroPoint[iVert] )
|
|
{
|
|
pClipFace->m_aBlends[iClipFacePoint].m_nType = OVERLAY_BLENDTYPE_EDGE;
|
|
pClipFace->m_aBlends[iClipFacePoint].m_iPoints[0] = pTris[(iVert+1)%3];
|
|
pClipFace->m_aBlends[iClipFacePoint].m_iPoints[1] = pTris[(iVert+2)%3];
|
|
|
|
Vector2D vecLength1, vecLength2;
|
|
vecLength1 = vecScaledPointUV - pVertsUV[(iVert+1)%3];
|
|
vecLength2 = pVertsUV[(iVert+2)%3] - pVertsUV[(iVert+1)%3];
|
|
float flBlend = vecLength1.Length() / vecLength2.Length();
|
|
pClipFace->m_aBlends[iClipFacePoint].m_flBlends[0] = flBlend;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lies inside triangles - setup full barycentric blend.
|
|
pClipFace->m_aBlends[iClipFacePoint].m_nType = OVERLAY_BLENDTYPE_BARY;
|
|
pClipFace->m_aBlends[iClipFacePoint].m_iPoints[0] = pTris[0];
|
|
pClipFace->m_aBlends[iClipFacePoint].m_iPoints[1] = pTris[1];
|
|
pClipFace->m_aBlends[iClipFacePoint].m_iPoints[2] = pTris[2];
|
|
pClipFace->m_aBlends[iClipFacePoint].m_flBlends[0] = pCoefs[0];
|
|
pClipFace->m_aBlends[iClipFacePoint].m_flBlends[1] = pCoefs[1];
|
|
pClipFace->m_aBlends[iClipFacePoint].m_flBlends[2] = pCoefs[2];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CMapOverlay::ClipFace_GetAxisType( cplane_t *pClipPlane )
|
|
{
|
|
if ( pClipPlane->normal[0] == 1.0f ) { return OVERLAY_ANGLE90; }
|
|
if ( pClipPlane->normal[1] == 1.0f ) { return OVERLAY_ANGLE0; }
|
|
if ( ( pClipPlane->normal[0] == 0.707f ) && ( pClipPlane->normal[1] == 0.707f ) ) { return OVERLAY_ANGLE45; }
|
|
if ( ( pClipPlane->normal[0] == -0.707f ) && ( pClipPlane->normal[1] == 0.707f ) ) { return OVERLAY_ANGLE135; }
|
|
|
|
return OVERLAY_ANGLE0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_BuildBlend( ClipFace_t *pClipFace, CMapDisp *pDisp,
|
|
cplane_t *pClipPlane, int iClip,
|
|
const Vector &vecUV, const Vector &vecPoint )
|
|
{
|
|
// Get the displacement space interval.
|
|
int nWidth = pDisp->GetWidth();
|
|
int nHeight = pDisp->GetHeight();
|
|
|
|
float flU = vecUV.x * ( nWidth - 1.000001f );
|
|
float flV = vecUV.y * ( nHeight - 1.000001f );
|
|
|
|
// find the triangle the "uv spot" resides in
|
|
int nSnapU = static_cast<int>( flU );
|
|
int nSnapV = static_cast<int>( flV );
|
|
if ( nSnapU == ( nWidth - 1 ) ) { --nSnapU; }
|
|
if ( nSnapV == ( nHeight - 1 ) ) { --nSnapV; }
|
|
int nNextU = nSnapU + 1;
|
|
int nNextV = nSnapV + 1;
|
|
|
|
float flFracU = flU - static_cast<float>( nSnapU );
|
|
float flFracV = flV - static_cast<float>( nSnapV );
|
|
|
|
int iAxisType = ClipFace_GetAxisType( pClipPlane );
|
|
switch( iAxisType )
|
|
{
|
|
case OVERLAY_ANGLE0:
|
|
{
|
|
// Vert type
|
|
if ( fabs( flFracU ) < OVERLAY_DISPSPACE_EPSILON )
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_VERT;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = ( nWidth * iClip ) + nSnapU;
|
|
}
|
|
// Edge type
|
|
else
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_EDGE;
|
|
int iPoint0 = ( nWidth * iClip ) + nSnapU;
|
|
int iPoint1 = ( nWidth * iClip ) + nNextU;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = iPoint0;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[1] = iPoint1;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_flBlends[0] = flFracU;
|
|
}
|
|
return;
|
|
}
|
|
case OVERLAY_ANGLE45:
|
|
{
|
|
// Vert type
|
|
if ( ( fabs( flFracU ) < OVERLAY_DISPSPACE_EPSILON ) &&
|
|
( fabs( flFracV ) < OVERLAY_DISPSPACE_EPSILON ) )
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_VERT;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = ( nWidth * nSnapV ) + nSnapU;
|
|
}
|
|
// Edge type
|
|
else
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_EDGE;
|
|
int iPoint0 = ( nWidth * nNextV ) + nSnapU;
|
|
int iPoint1 = ( nWidth * nSnapV ) + nNextU;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = iPoint0;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[1] = iPoint1;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_flBlends[0] = flFracU;
|
|
}
|
|
return;
|
|
}
|
|
case OVERLAY_ANGLE90:
|
|
{
|
|
// Vert type
|
|
if ( fabs( flFracV ) < OVERLAY_DISPSPACE_EPSILON )
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_VERT;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = ( nWidth * nSnapV ) + iClip;
|
|
}
|
|
// Edge type
|
|
else
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_EDGE;
|
|
int iPoint0 = ( nWidth * nSnapV ) + iClip;
|
|
int iPoint1 = ( nWidth * nNextV ) + iClip;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = iPoint0;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[1] = iPoint1;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_flBlends[0] = flFracV;
|
|
}
|
|
return;
|
|
}
|
|
case OVERLAY_ANGLE135:
|
|
{
|
|
// Vert type
|
|
if ( ( fabs( flFracU ) < OVERLAY_DISPSPACE_EPSILON ) &&
|
|
( fabs( flFracV ) < OVERLAY_DISPSPACE_EPSILON ) )
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_VERT;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = ( nWidth * nSnapV ) + nSnapU;
|
|
}
|
|
// Edge type
|
|
else
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = OVERLAY_BLENDTYPE_EDGE;
|
|
int iPoint0 = ( nWidth * nSnapV ) + nSnapU;
|
|
int iPoint1 = ( nWidth * nNextV ) + nNextU;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[0] = iPoint0;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[1] = iPoint1;
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_flBlends[0] = flFracU;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_CopyBlendFrom( ClipFace_t *pClipFace, BlendData_t *pBlendFrom )
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_nType = pBlendFrom->m_nType;
|
|
for ( int iPoint = 0; iPoint < 3; iPoint++ )
|
|
{
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_iPoints[iPoint] = pBlendFrom->m_iPoints[iPoint];
|
|
pClipFace->m_aBlends[pClipFace->m_nPointCount].m_flBlends[iPoint] = pBlendFrom->m_flBlends[iPoint];
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::ClipFace_BuildFacesFromBlendedData( ClipFace_t *pClipFace )
|
|
{
|
|
if( pClipFace->m_pBuildFace->HasDisp() )
|
|
{
|
|
EditDispHandle_t handle = pClipFace->m_pBuildFace->GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
|
|
|
|
Vector vecPos[3];
|
|
Vector vecNormal[3];
|
|
for ( int iPoint = 0; iPoint < pClipFace->m_nPointCount; iPoint++ )
|
|
{
|
|
if ( pClipFace->m_aBlends[iPoint].m_nType == OVERLAY_BLENDTYPE_VERT )
|
|
{
|
|
pDisp->GetVert( pClipFace->m_aBlends[iPoint].m_iPoints[0], vecPos[0] );
|
|
pClipFace->m_aPoints[iPoint] = vecPos[0];
|
|
}
|
|
else if ( pClipFace->m_aBlends[iPoint].m_nType == OVERLAY_BLENDTYPE_EDGE )
|
|
{
|
|
pDisp->GetVert( pClipFace->m_aBlends[iPoint].m_iPoints[0], vecPos[0] );
|
|
pDisp->GetVert( pClipFace->m_aBlends[iPoint].m_iPoints[1], vecPos[1] );
|
|
pClipFace->m_aPoints[iPoint] = vecPos[0] + ( vecPos[1] - vecPos[0] ) * pClipFace->m_aBlends[iPoint].m_flBlends[0];
|
|
}
|
|
else if ( pClipFace->m_aBlends[iPoint].m_nType == OVERLAY_BLENDTYPE_BARY )
|
|
{
|
|
pDisp->GetVert( pClipFace->m_aBlends[iPoint].m_iPoints[0], vecPos[0] );
|
|
pDisp->GetVert( pClipFace->m_aBlends[iPoint].m_iPoints[1], vecPos[1] );
|
|
pDisp->GetVert( pClipFace->m_aBlends[iPoint].m_iPoints[2], vecPos[2] );
|
|
pClipFace->m_aPoints[iPoint] = ( vecPos[0] * pClipFace->m_aBlends[iPoint].m_flBlends[0] ) +
|
|
( vecPos[1] * pClipFace->m_aBlends[iPoint].m_flBlends[1] ) +
|
|
( vecPos[2] * pClipFace->m_aBlends[iPoint].m_flBlends[2] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// CMapOverlay Material Functions
|
|
//
|
|
|
|
int MaxComponent( const Vector &v0 )
|
|
{
|
|
int nMax = 0;
|
|
if ( FloatMakePositive( v0[1] ) > FloatMakePositive( v0[nMax] ) )
|
|
{
|
|
nMax = 1;
|
|
}
|
|
|
|
if ( FloatMakePositive( v0[2] ) > FloatMakePositive( v0[nMax] ) )
|
|
{
|
|
nMax = 2;
|
|
}
|
|
|
|
return nMax;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Material_Clear( void )
|
|
{
|
|
m_Material.m_pTexture = NULL;
|
|
m_Material.m_vecTextureU.Init( 0.0f, 1.0f );
|
|
m_Material.m_vecTextureV.Init( 0.0f, 1.0f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Material_TexCoordInit( void )
|
|
{
|
|
int nMaxU = MaxComponent( m_Basis.m_vecAxes[OVERLAY_BASIS_U] );
|
|
int nMaxV = MaxComponent( m_Basis.m_vecAxes[OVERLAY_BASIS_V] );
|
|
|
|
bool bUPos = m_Basis.m_vecAxes[OVERLAY_BASIS_U][nMaxU] >= 0.0f;
|
|
bool bVPos = m_Basis.m_vecAxes[OVERLAY_BASIS_V][nMaxV] >= 0.0f;
|
|
|
|
m_Material.m_vecTextureU.Init( 0.0f, 1.0f );
|
|
m_Material.m_vecTextureV.Init( 1.0f, 0.0f );
|
|
|
|
if ( ( bUPos && !bVPos ) || ( !bUPos && bVPos ) )
|
|
{
|
|
m_Material.m_vecTextureU.Init( 1.0f, 0.0f );
|
|
m_Material.m_vecTextureV.Init( 0.0f, 1.0f );
|
|
}
|
|
|
|
Material_UpdateParentKey();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Material_Copy( Material_t *pSrc, Material_t *pDst )
|
|
{
|
|
pDst->m_pTexture = pSrc->m_pTexture;
|
|
pDst->m_vecTextureU = pSrc->m_vecTextureU;
|
|
pDst->m_vecTextureV = pSrc->m_vecTextureV;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Material_UpdateParentKey( void )
|
|
{
|
|
char szValue[80];
|
|
|
|
CMapEntity *pEntity = ( CMapEntity* )GetParent();
|
|
if ( pEntity )
|
|
{
|
|
sprintf( szValue, "%g", m_Material.m_vecTextureU.x );
|
|
pEntity->NotifyChildKeyChanged( this, "StartU", szValue );
|
|
|
|
sprintf( szValue, "%g", m_Material.m_vecTextureU.y );
|
|
pEntity->NotifyChildKeyChanged( this, "EndU", szValue );
|
|
|
|
sprintf( szValue, "%g", m_Material.m_vecTextureV.x );
|
|
pEntity->NotifyChildKeyChanged( this, "StartV", szValue );
|
|
|
|
sprintf( szValue, "%g", m_Material.m_vecTextureV.y );
|
|
pEntity->NotifyChildKeyChanged( this, "EndV", szValue );
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// CMapOverlay Functions
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Construct a CMapOverlay instance.
|
|
//-----------------------------------------------------------------------------
|
|
CMapOverlay::CMapOverlay() : CMapSideList( "sides" )
|
|
{
|
|
Basis_Clear();
|
|
Handles_Clear();
|
|
Material_Clear();
|
|
|
|
m_bLoaded = false;
|
|
m_pOverlayFace = NULL;
|
|
m_uiFlags = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Destruct a CMapOverlay instance.
|
|
//-----------------------------------------------------------------------------
|
|
CMapOverlay::~CMapOverlay()
|
|
{
|
|
ClipFace_Destroy( &m_pOverlayFace );
|
|
m_aRenderFaces.PurgeAndDeleteElements();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CMapClass *CMapOverlay::CreateMapOverlay( CHelperInfo *pInfo, CMapEntity *pParent )
|
|
{
|
|
CMapOverlay *pOverlay = new CMapOverlay;
|
|
return pOverlay;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after the entire map has been loaded. This allows the object
|
|
// to perform any linking with other map objects or to do other operations
|
|
// that require all world objects to be present.
|
|
// Input : pWorld - The world that we are in.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::PostloadWorld( CMapWorld *pWorld )
|
|
{
|
|
CMapSideList::PostloadWorld( pWorld );
|
|
|
|
// Support older overlay versions which didn't have specific basis axes.
|
|
if ( !Basis_IsValid() )
|
|
{
|
|
Basis_BuildFromSideList();
|
|
}
|
|
|
|
Handles_Build3D();
|
|
DoClip();
|
|
CalcBounds();
|
|
m_bLoaded = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CMapClass *CMapOverlay::Copy( bool bUpdateDependencies )
|
|
{
|
|
CMapOverlay *pCopy = new CMapOverlay;
|
|
if ( pCopy )
|
|
{
|
|
pCopy->CopyFrom( this, bUpdateDependencies );
|
|
}
|
|
|
|
return pCopy;
|
|
}
|
|
|
|
void CMapOverlay::Handles_FixOrder()
|
|
{
|
|
static bool s_FixingHandles = false;
|
|
|
|
// make sure that handle order and plane normal are in sync so CCW culling works correctly
|
|
Vector vNormal = GetNormalFromPoints( m_Handles.m_vec3D[0], m_Handles.m_vec3D[1], m_Handles.m_vec3D[2] );
|
|
|
|
if ( DotProduct( vNormal, m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL]) < 0.5 )
|
|
{
|
|
// dont try to fix twice
|
|
if ( s_FixingHandles )
|
|
{
|
|
Assert( !s_FixingHandles );
|
|
return;
|
|
}
|
|
|
|
s_FixingHandles = true;
|
|
|
|
// Flip handles.
|
|
Vector2D vecCoords[OVERLAY_HANDLES_COUNT];
|
|
for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
|
|
{
|
|
vecCoords[4-iHandle-1] = m_Handles.m_vecBasisCoords[iHandle];
|
|
}
|
|
|
|
for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
|
|
{
|
|
m_Handles.m_vecBasisCoords[iHandle] = vecCoords[iHandle];
|
|
}
|
|
|
|
// rebuild handles
|
|
|
|
Handles_Build3D();
|
|
|
|
s_FixingHandles = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CMapClass *CMapOverlay::CopyFrom( CMapClass *pObject, bool bUpdateDependencies )
|
|
{
|
|
// Verify the object is of the correct type and cast.
|
|
Assert( pObject->IsMapClass( MAPCLASS_TYPE( CMapOverlay ) ) );
|
|
CMapOverlay *pFrom = ( CMapOverlay* )pObject;
|
|
if ( pFrom )
|
|
{
|
|
// Copy the parent class data.
|
|
CMapSideList::CopyFrom( pObject, bUpdateDependencies );
|
|
|
|
// Copy basis data.
|
|
Basis_Copy( &pFrom->m_Basis, &m_Basis );
|
|
|
|
// Copy handle data.
|
|
Handles_Copy( &pFrom->m_Handles, &m_Handles );
|
|
|
|
// Copy material data.
|
|
Material_Copy( &pFrom->m_Material, &m_Material );
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notify me when a key has had a data change, so the overlay can
|
|
// update itself appropriately.
|
|
// Input: szKey - the key that changed
|
|
// szValue - the new value (key/data pair)
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OnParentKeyChanged( const char* szKey, const char* szValue )
|
|
{
|
|
// Pass this to the sidelist first.
|
|
CMapSideList::OnParentKeyChanged( szKey, szValue );
|
|
|
|
// Read side data.
|
|
if ( !stricmp( szKey, "sides" ) )
|
|
{
|
|
if ( m_Faces.Count() > 0 )
|
|
{
|
|
Basis_SetFace( m_Faces.Element( 0 ) );
|
|
}
|
|
}
|
|
|
|
// Read geometry data.
|
|
float flDummy;
|
|
if ( !stricmp( szKey, "uv0" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Handles.m_vecBasisCoords[0].x, &m_Handles.m_vecBasisCoords[0].y, &flDummy );
|
|
m_Basis.m_nAxesFlip[0] = ( int )flDummy;
|
|
}
|
|
if ( !stricmp( szKey, "uv1" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Handles.m_vecBasisCoords[1].x, &m_Handles.m_vecBasisCoords[1].y, &flDummy );
|
|
m_Basis.m_nAxesFlip[1] = ( int )flDummy;
|
|
}
|
|
if ( !stricmp( szKey, "uv2" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Handles.m_vecBasisCoords[2].x, &m_Handles.m_vecBasisCoords[2].y, &flDummy );
|
|
m_Basis.m_nAxesFlip[2] = ( int )flDummy;
|
|
}
|
|
if ( !stricmp( szKey, "uv3" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Handles.m_vecBasisCoords[3].x, &m_Handles.m_vecBasisCoords[3].y, &flDummy );
|
|
}
|
|
|
|
// Read basis data.
|
|
if ( !stricmp( szKey, "BasisOrigin" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Basis.m_vecOrigin.x, &m_Basis.m_vecOrigin.y, &m_Basis.m_vecOrigin.z );
|
|
}
|
|
|
|
if ( !stricmp( szKey, "BasisU" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Basis.m_vecAxes[OVERLAY_BASIS_U].x, &m_Basis.m_vecAxes[OVERLAY_BASIS_U].y, &m_Basis.m_vecAxes[OVERLAY_BASIS_U].z );
|
|
}
|
|
|
|
if ( !stricmp( szKey, "BasisV" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Basis.m_vecAxes[OVERLAY_BASIS_V].x, &m_Basis.m_vecAxes[OVERLAY_BASIS_V].y, &m_Basis.m_vecAxes[OVERLAY_BASIS_V].z );
|
|
}
|
|
|
|
if ( !stricmp( szKey, "BasisNormal" ) )
|
|
{
|
|
sscanf( szValue, "%f %f %f", &m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].x, &m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].y, &m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].z );
|
|
}
|
|
|
|
// Read material data.
|
|
if ( !stricmp( szKey, "material" ) )
|
|
{
|
|
// Get the new material.
|
|
IEditorTexture *pTex = g_Textures.FindActiveTexture( szValue );
|
|
if ( !pTex )
|
|
return;
|
|
|
|
// Save the new material.
|
|
m_Material.m_pTexture = pTex;
|
|
}
|
|
|
|
if ( !stricmp( szKey, "StartU" ) )
|
|
{
|
|
m_Material.m_vecTextureU.x = atof( szValue );
|
|
}
|
|
if ( !stricmp( szKey, "EndU" ) )
|
|
{
|
|
m_Material.m_vecTextureU.y = atof( szValue );
|
|
}
|
|
if ( !stricmp( szKey, "StartV" ) )
|
|
{
|
|
m_Material.m_vecTextureV.x = atof( szValue );
|
|
}
|
|
if ( !stricmp( szKey, "EndV" ) )
|
|
{
|
|
m_Material.m_vecTextureV.y = atof( szValue );
|
|
}
|
|
|
|
if ( m_bLoaded )
|
|
{
|
|
// Clip - this needs to be done for everything other than a material change, so go ahead.
|
|
DoClip();
|
|
|
|
// Post updated.
|
|
PostUpdate( Notify_Changed );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OnUndoRedo( void )
|
|
{
|
|
PostModified();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::CalcBounds( BOOL bFullUpdate )
|
|
{
|
|
// Pass the info along.
|
|
CMapSideList::CalcBounds( bFullUpdate );
|
|
|
|
// Verify that we have valid data.
|
|
if ( !Basis_IsValid() )
|
|
return;
|
|
|
|
// Calculate the 2d bounds.
|
|
Vector vecMins, vecMaxs;
|
|
vecMins = m_Origin - Vector( 2.0f, 2.0f, 2.0f );
|
|
vecMaxs = m_Origin + Vector( 2.0f, 2.0f, 2.0f );
|
|
|
|
// Reset bounds
|
|
m_CullBox.ResetBounds();
|
|
m_Render2DBox.ResetBounds();
|
|
|
|
for ( int iHandle = 0; iHandle < 4; ++iHandle )
|
|
{
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
// Min
|
|
if ( m_Handles.m_vec3D[iHandle][iAxis] < vecMins[iAxis] )
|
|
{
|
|
vecMins[iAxis] = m_Handles.m_vec3D[iHandle][iAxis];
|
|
}
|
|
|
|
// Max
|
|
if ( m_Handles.m_vec3D[iHandle][iAxis] > vecMaxs[iAxis] )
|
|
{
|
|
vecMaxs[iAxis] = m_Handles.m_vec3D[iHandle][iAxis];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Don't allow for NULL bounds.
|
|
for ( int iAxis = 0; iAxis < 3; ++iAxis )
|
|
{
|
|
if( ( vecMaxs[iAxis] - vecMins[iAxis] ) == 0.0f )
|
|
{
|
|
vecMins[iAxis] -= 0.5f;
|
|
vecMaxs[iAxis] += 0.5f;
|
|
}
|
|
}
|
|
|
|
// Update the bounds.
|
|
m_CullBox.UpdateBounds( vecMins, vecMaxs );
|
|
m_BoundingBox = m_CullBox;
|
|
m_Render2DBox.UpdateBounds( vecMins, vecMaxs );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::PostModified( void )
|
|
{
|
|
// update face and origin
|
|
if ( m_Faces.Count() > 0 )
|
|
{
|
|
Basis_SetFace( m_Faces.Element( 0 ) );
|
|
Basis_UpdateOrigin();
|
|
}
|
|
else
|
|
{
|
|
m_Basis.m_pFace = NULL;
|
|
}
|
|
|
|
Handles_Build3D();
|
|
DoClip();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pTransBox -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::DoTransform( const VMatrix &matrix )
|
|
{
|
|
BaseClass::DoTransform( matrix );
|
|
|
|
VMatrix tmpMatrix = matrix;
|
|
|
|
// erase move component
|
|
tmpMatrix.SetTranslation( vec3_origin );
|
|
|
|
// check if matrix would still change something
|
|
if ( !tmpMatrix.IsIdentity() )
|
|
{
|
|
// make sure axes are normalized (they should be anyways)
|
|
m_Basis.m_vecAxes[OVERLAY_BASIS_U].NormalizeInPlace();
|
|
m_Basis.m_vecAxes[OVERLAY_BASIS_V].NormalizeInPlace();
|
|
|
|
Vector vecU = m_Basis.m_vecAxes[OVERLAY_BASIS_U];
|
|
Vector vecV = m_Basis.m_vecAxes[OVERLAY_BASIS_V];
|
|
Vector vecNormal = m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL];
|
|
|
|
TransformPoint( tmpMatrix, vecU );
|
|
TransformPoint( tmpMatrix, vecV );
|
|
TransformPoint( tmpMatrix, vecNormal );
|
|
|
|
float fScaleU = vecU.Length();
|
|
float fScaleV = vecV.Length();
|
|
float flScaleNormal = vecNormal.Length();
|
|
|
|
bool bIsUnit = ( fequal( fScaleU, 1.0f, 0.0001 ) && fequal( fScaleV, 1.0f, 0.0001 ) && fequal( flScaleNormal, 1.0f, 0.0001 ) );
|
|
bool bIsPerp = ( fequal( DotProduct( vecU, vecV ), 0.0f, 0.0025 ) && fequal( DotProduct( vecU, vecNormal ), 0.0f, 0.0025 ) && fequal( DotProduct( vecV, vecNormal ), 0.0f, 0.0025 ) );
|
|
|
|
// if ( fequal(fScaleU,1,0.0001) && fequal(fScaleV,1,0.0001) && fequal(DotProduct( vecU, vecV ),0,0.0025) )
|
|
if ( bIsUnit && bIsPerp )
|
|
{
|
|
// transformation doesnt scale or shear anything, so just update base axes
|
|
m_Basis.m_vecAxes[OVERLAY_BASIS_U] = vecU;
|
|
m_Basis.m_vecAxes[OVERLAY_BASIS_V] = vecV;
|
|
m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] = vecNormal;
|
|
}
|
|
else
|
|
{
|
|
// more complex transformation, move UV coordinates, but leave base axes
|
|
for ( int iHandle=0; iHandle<OVERLAY_HANDLES_COUNT;iHandle++)
|
|
{
|
|
Vector2D vecUV = m_Handles.m_vecBasisCoords[iHandle];
|
|
Vector vecPos = ( vecUV.x * m_Basis.m_vecAxes[OVERLAY_BASIS_U] + vecUV.y * m_Basis.m_vecAxes[OVERLAY_BASIS_V] );
|
|
|
|
// to transform in world space
|
|
TransformPoint( tmpMatrix, vecPos );
|
|
|
|
vecUV.x = m_Basis.m_vecAxes[OVERLAY_BASIS_U].Dot( vecPos );
|
|
vecUV.y = m_Basis.m_vecAxes[OVERLAY_BASIS_V].Dot( vecPos );
|
|
|
|
m_Handles.m_vecBasisCoords[iHandle] = vecUV;
|
|
}
|
|
|
|
if ( !Options.IsLockingTextures() )
|
|
{
|
|
// scale textures if locking is off
|
|
m_Material.m_vecTextureU *= fScaleU;
|
|
m_Material.m_vecTextureV *= fScaleV;
|
|
Material_UpdateParentKey();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Send modified notice.
|
|
PostModified();
|
|
|
|
Handles_UpdateParentKey();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notifies us that a copy of ourselves was pasted.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OnPaste( CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld,
|
|
const CMapObjectList &OriginalList, CMapObjectList &NewList)
|
|
{
|
|
//
|
|
// NOTE: currently pCopy is the Overlay being pasted into the world, "this" is
|
|
// what is being copied from
|
|
//
|
|
CMapSideList::OnPaste( pCopy, pSourceWorld, pDestWorld, OriginalList, NewList );
|
|
CMapOverlay *pOverlay = dynamic_cast<CMapOverlay*>( pCopy );
|
|
if ( pOverlay )
|
|
{
|
|
pOverlay->PostModified();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notifies us that we created a copy of ourselves (a clone).
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OnClone( CMapClass *pClone, CMapWorld *pWorld,
|
|
const CMapObjectList &OriginalList, CMapObjectList &NewList )
|
|
{
|
|
CMapSideList::OnClone( pClone, pWorld, OriginalList, NewList );
|
|
CMapOverlay *pOverlay = dynamic_cast<CMapOverlay*>( pClone );
|
|
if ( pOverlay )
|
|
{
|
|
if ( ( GetOverlayType() && OVERLAY_TYPE_SHORE ) == 0 )
|
|
{
|
|
// Update the clone's solid dependencies (this doesn't happen on clone generally).
|
|
int nFaceCount = pOverlay->GetFaceCount();
|
|
for ( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
CMapFace *pFace = pOverlay->GetFace( iFace );
|
|
CMapSolid *pSolid = ( CMapSolid* )pFace->GetParent();
|
|
pOverlay->UpdateDependency( NULL, pSolid );
|
|
}
|
|
}
|
|
|
|
pOverlay->PostModified();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notifys this decal of a change to a solid that it is attached to.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OnNotifyDependent( CMapClass *pObject, Notify_Dependent_t eNotifyType )
|
|
{
|
|
// Chain to base class FIRST so it can rebuild the face list if necessary.
|
|
CMapSideList::OnNotifyDependent( pObject, eNotifyType );
|
|
|
|
//
|
|
// NOTE: the solid moving (changing) can update the overlay/solid(face) dependency
|
|
// so "rebuild" the overlay
|
|
//
|
|
switch ( eNotifyType )
|
|
{
|
|
case Notify_Changed:
|
|
case Notify_Undo:
|
|
case Notify_Transform:
|
|
{
|
|
PostModified();
|
|
break;
|
|
}
|
|
case Notify_Removed:
|
|
case Notify_Clipped:
|
|
{
|
|
m_aRenderFaces.Purge();
|
|
PostModified();
|
|
break;
|
|
}
|
|
case Notify_Rebuild:
|
|
{
|
|
UpdateDispBarycentric();
|
|
break;
|
|
}
|
|
case Notify_Rebuild_Full:
|
|
{
|
|
DoClip();
|
|
CenterEntity();
|
|
Handles_Build3D();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Render3D( CRender3D *pRender )
|
|
{
|
|
int nFaceCount = m_aRenderFaces.Count();
|
|
|
|
if ( nFaceCount != 0 )
|
|
{
|
|
// dont draw textured during manipulating
|
|
if ( GetSelectionState() != SELECT_MODIFY )
|
|
{
|
|
|
|
// Bind the matrial -- if there is one!!
|
|
bool bTextured = false;
|
|
if ( m_Material.m_pTexture )
|
|
{
|
|
pRender->BindTexture( m_Material.m_pTexture );
|
|
pRender->PushRenderMode( RENDER_MODE_TEXTURED );
|
|
bTextured = true;
|
|
}
|
|
else
|
|
{
|
|
// Default state.
|
|
pRender->PushRenderMode( RENDER_MODE_FLAT );
|
|
}
|
|
|
|
for ( int iFace = 0; iFace < nFaceCount; iFace++ )
|
|
{
|
|
ClipFace_t *pRenderFace = m_aRenderFaces.Element( iFace );
|
|
if( !pRenderFace )
|
|
continue;
|
|
|
|
MaterialPrimitiveType_t type = MATERIAL_POLYGON;
|
|
|
|
// Get a dynamic mesh.
|
|
CMeshBuilder meshBuilder;
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
|
|
|
meshBuilder.Begin( pMesh, type, pRenderFace->m_nPointCount );
|
|
for ( int iPoint = 0; iPoint < pRenderFace->m_nPointCount; iPoint++ )
|
|
{
|
|
if ( !bTextured )
|
|
{
|
|
meshBuilder.Color3ub( 0, 128, 0 );
|
|
}
|
|
else
|
|
{
|
|
meshBuilder.TexCoord2f( 0, pRenderFace->m_aTexCoords[0][iPoint].x, pRenderFace->m_aTexCoords[0][iPoint].y );
|
|
meshBuilder.TexCoord2f( 2, pRenderFace->m_aTexCoords[1][iPoint].x, pRenderFace->m_aTexCoords[1][iPoint].y );
|
|
meshBuilder.Color4ub( 255, 255, 255, 255 );
|
|
}
|
|
meshBuilder.Position3f( pRenderFace->m_aPoints[iPoint].x, pRenderFace->m_aPoints[iPoint].y, pRenderFace->m_aPoints[iPoint].z );
|
|
meshBuilder.Normal3f( pRenderFace->m_aNormals[iPoint].x, pRenderFace->m_aNormals[iPoint].y, pRenderFace->m_aNormals[iPoint].z );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
meshBuilder.End();
|
|
|
|
pMesh->Draw();
|
|
}
|
|
pRender->PopRenderMode();
|
|
}
|
|
|
|
// Render wireframe on top when seleted.
|
|
if ( GetSelectionState() != SELECT_NONE )
|
|
{
|
|
pRender->PushRenderMode( RENDER_MODE_WIREFRAME );
|
|
for ( int iFace = 0; iFace < nFaceCount; iFace++ )
|
|
{
|
|
ClipFace_t *pRenderFace = m_aRenderFaces.Element( iFace );
|
|
if( !pRenderFace )
|
|
continue;
|
|
|
|
MaterialPrimitiveType_t type = MATERIAL_LINE_LOOP;
|
|
|
|
// get a dynamic mesh
|
|
CMeshBuilder meshBuilder;
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh();
|
|
|
|
meshBuilder.Begin( pMesh, type, pRenderFace->m_nPointCount );
|
|
for( int iPoint = 0; iPoint < pRenderFace->m_nPointCount; iPoint++ )
|
|
{
|
|
meshBuilder.Color3ub( 0, 255, 0 );
|
|
meshBuilder.Position3f( pRenderFace->m_aPoints[iPoint].x, pRenderFace->m_aPoints[iPoint].y, pRenderFace->m_aPoints[iPoint].z );
|
|
meshBuilder.Normal3f( pRenderFace->m_aNormals[iPoint].x, pRenderFace->m_aNormals[iPoint].y, pRenderFace->m_aNormals[iPoint].z );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
meshBuilder.End();
|
|
|
|
pMesh->Draw();
|
|
}
|
|
pRender->PopRenderMode();
|
|
}
|
|
}
|
|
|
|
// Render the handles - if selected or in overlay tool mode.
|
|
if ( ( ToolManager()->GetActiveToolID() == TOOL_OVERLAY ) && Basis_IsValid() && IsSelected() )
|
|
{
|
|
Handles_Render3D( pRender );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clip the overlay "face" to all of the faces in the overlay sidelist.
|
|
// The sidelist defines all faces affected by the "overlay."
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::DoClip( void )
|
|
{
|
|
// Check to see if we have any faces to clip against.
|
|
int nFaceCount = m_Faces.Count();
|
|
if( nFaceCount == 0 )
|
|
return;
|
|
|
|
// Destroy the render face cache.
|
|
m_aRenderFaces.Purge();
|
|
|
|
// clip the overlay against all faces in the sidelist
|
|
for ( int iFace = 0; iFace < nFaceCount; iFace++ )
|
|
{
|
|
CMapFace *pFace = m_Faces.Element( iFace );
|
|
if ( pFace )
|
|
{
|
|
PreClip();
|
|
DoClipFace( pFace );
|
|
PostClip();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::PreClip( void )
|
|
{
|
|
//
|
|
// Create the initial face to be clipped - the overlay.
|
|
//
|
|
m_pOverlayFace = ClipFace_Create( OVERLAY_HANDLES_COUNT );
|
|
if ( m_pOverlayFace )
|
|
{
|
|
for ( int iPoint = 0; iPoint < OVERLAY_HANDLES_COUNT; iPoint++ )
|
|
{
|
|
OverlayUVToOverlayPlane( m_Handles.m_vecBasisCoords[iPoint], m_pOverlayFace->m_aPoints[iPoint] );
|
|
|
|
// translate texture UV to texture coords:
|
|
Vector2D vTexCoord;
|
|
switch( iPoint )
|
|
{
|
|
case 0 : vTexCoord = Vector2D(m_Material.m_vecTextureU.x, m_Material.m_vecTextureV.x); break;
|
|
case 1 : vTexCoord = Vector2D(m_Material.m_vecTextureU.x, m_Material.m_vecTextureV.y); break;
|
|
case 2 : vTexCoord = Vector2D(m_Material.m_vecTextureU.y, m_Material.m_vecTextureV.y); break;
|
|
case 3 : vTexCoord = Vector2D(m_Material.m_vecTextureU.y, m_Material.m_vecTextureV.x); break;
|
|
default : Assert( iPoint <= OVERLAY_HANDLES_COUNT);
|
|
}
|
|
|
|
m_pOverlayFace->m_aTexCoords[0][iPoint] = vTexCoord;
|
|
|
|
if ( m_Basis.m_pFace->HasDisp() )
|
|
{
|
|
EditDispHandle_t handle = m_Basis.m_pFace->GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
|
|
if ( pDisp )
|
|
{
|
|
Vector2D vecTmp;
|
|
pDisp->BaseFacePlaneToDispUV( m_pOverlayFace->m_aPoints[iPoint], vecTmp );
|
|
m_pOverlayFace->m_aDispPointUVs[iPoint].x = vecTmp.x;
|
|
m_pOverlayFace->m_aDispPointUVs[iPoint].y = vecTmp.y;
|
|
m_pOverlayFace->m_aDispPointUVs[iPoint].z = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
// The second set of texcoords on the overlay is used for alpha by certain shaders,
|
|
// and they want to stretch the texture across the whole overlay.
|
|
m_pOverlayFace->m_aTexCoords[1][0].Init( 0, 0 );
|
|
m_pOverlayFace->m_aTexCoords[1][1].Init( 0, 1 );
|
|
m_pOverlayFace->m_aTexCoords[1][2].Init( 1, 1 );
|
|
m_pOverlayFace->m_aTexCoords[1][3].Init( 1, 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::PostClip( void )
|
|
{
|
|
ClipFace_Destroy( &m_pOverlayFace );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::DoClipFace( CMapFace *pFace )
|
|
{
|
|
// Valid face?
|
|
Assert( pFace != NULL );
|
|
if( !pFace )
|
|
return;
|
|
|
|
// Copy the original overlay to the "clipped" overlay.
|
|
ClipFace_t *pClippedFace = ClipFace_Copy( m_pOverlayFace );
|
|
if ( !pClippedFace )
|
|
return;
|
|
|
|
//
|
|
// Project all face points into the overlay plane.
|
|
//
|
|
int nPointCount = pFace->nPoints;
|
|
Vector *pPoints = new Vector[nPointCount];
|
|
int nEdgePlaneCount = nPointCount;
|
|
cplane_t *pEdgePlanes = new cplane_t[nEdgePlaneCount];
|
|
if ( !pPoints || !pEdgePlanes )
|
|
{
|
|
delete [] pPoints;
|
|
delete [] pEdgePlanes;
|
|
return;
|
|
}
|
|
|
|
for ( int iPoint = 0; iPoint < nPointCount; iPoint++ )
|
|
{
|
|
WorldToOverlayPlane( pFace->Points[iPoint], pPoints[iPoint] );
|
|
}
|
|
|
|
// Create the face clipping planes (edges cross overlay plane normal).
|
|
BuildEdgePlanes( pPoints, nPointCount, pEdgePlanes, nEdgePlaneCount );
|
|
|
|
//
|
|
// Clip overlay against all the edge planes.
|
|
//
|
|
for ( int iClipPlane = 0; iClipPlane < nEdgePlaneCount; iClipPlane++ )
|
|
{
|
|
ClipFace_t *pFront = NULL;
|
|
ClipFace_t *pBack = NULL;
|
|
|
|
if ( pClippedFace )
|
|
{
|
|
// Clip the overlay and delete the data (we are done with it - we are only interested in what is left).
|
|
ClipFace_Clip( pClippedFace, &pEdgePlanes[iClipPlane], OVERLAY_WORLDSPACE_EPSILON, &pFront, &pBack );
|
|
ClipFace_Destroy( &pClippedFace );
|
|
|
|
// Keep the backside -- if it exists and continue clipping.
|
|
if ( pBack )
|
|
{
|
|
pClippedFace = pBack;
|
|
}
|
|
|
|
// Destroy the front side -- if it exists.
|
|
if ( pFront )
|
|
{
|
|
ClipFace_Destroy( &pFront );
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Free temporary memory (clip planes and point).
|
|
//
|
|
delete [] pPoints;
|
|
delete [] pEdgePlanes;
|
|
|
|
|
|
//
|
|
// If it exists, move points from the overlay plane back into
|
|
// the base face plane.
|
|
//
|
|
if ( !pClippedFace )
|
|
return;
|
|
|
|
for ( int iPoint = 0; iPoint < pClippedFace->m_nPointCount; iPoint++ )
|
|
{
|
|
Vector2D vecUV;
|
|
PointInQuadToBarycentric( m_pOverlayFace->m_aPoints[0], m_pOverlayFace->m_aPoints[3],
|
|
m_pOverlayFace->m_aPoints[2], m_pOverlayFace->m_aPoints[1],
|
|
pClippedFace->m_aPoints[iPoint], vecUV );
|
|
|
|
Vector vecTmp;
|
|
OverlayPlaneToWorld( pFace, pClippedFace->m_aPoints[iPoint], vecTmp );
|
|
pClippedFace->m_aPoints[iPoint] = vecTmp;
|
|
|
|
Vector2D vecTexCoord;
|
|
for ( int iTexCoord=0; iTexCoord < NUM_CLIPFACE_TEXCOORDS; iTexCoord++ )
|
|
{
|
|
TexCoordInQuadFromBarycentric( m_pOverlayFace->m_aTexCoords[iTexCoord][0], m_pOverlayFace->m_aTexCoords[iTexCoord][3],
|
|
m_pOverlayFace->m_aTexCoords[iTexCoord][2], m_pOverlayFace->m_aTexCoords[iTexCoord][1],
|
|
vecUV, vecTexCoord );
|
|
|
|
pClippedFace->m_aTexCoords[iTexCoord][iPoint] = vecTexCoord;
|
|
}
|
|
}
|
|
|
|
//
|
|
// If the face has a displacement map -- continue clipping.
|
|
//
|
|
if( pFace->HasDisp() )
|
|
{
|
|
DoClipDisp( pFace, pClippedFace );
|
|
}
|
|
// Done - save it!
|
|
else
|
|
{
|
|
pClippedFace->m_pBuildFace = pFace;
|
|
m_aRenderFaces.AddToTail( pClippedFace );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapOverlay::BuildEdgePlanes( Vector const *pPoints, int nPointCount,
|
|
cplane_t *pEdgePlanes, int nEdgePlaneCount )
|
|
{
|
|
for ( int iPoint = 0; iPoint < nPointCount; iPoint++ )
|
|
{
|
|
Vector vecEdge;
|
|
vecEdge = pPoints[(iPoint+1)%nPointCount] - pPoints[iPoint];
|
|
VectorNormalize( vecEdge );
|
|
|
|
pEdgePlanes[iPoint].normal = m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].Cross( vecEdge );
|
|
pEdgePlanes[iPoint].dist = pEdgePlanes[iPoint].normal.Dot( pPoints[iPoint] );
|
|
|
|
// Check normal facing.
|
|
float flDist = pEdgePlanes[iPoint].normal.Dot( pPoints[(iPoint+2)%nPointCount] ) - pEdgePlanes[iPoint].dist;
|
|
if( flDist > 0.0f )
|
|
{
|
|
// flip
|
|
pEdgePlanes[iPoint].normal.Negate();
|
|
pEdgePlanes[iPoint].dist = -pEdgePlanes[iPoint].dist;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Disp_ClipFragments( CMapDisp *pDisp, ClipFaces_t &aDispFragments )
|
|
{
|
|
cplane_t clipPlane;
|
|
|
|
// Cache the displacement interval.
|
|
int nInterval = pDisp->GetWidth() - 1;
|
|
|
|
// Displacement-space clipping in V.
|
|
clipPlane.normal.Init( 1.0f, 0.0f, 0.0f );
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 1.0f, nInterval, 1, nInterval, 1 );
|
|
|
|
// Displacement-space clipping in U.
|
|
clipPlane.normal.Init( 0.0f, 1.0f, 0.0f );
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 1.0f, nInterval, 1, nInterval, 1 );
|
|
|
|
// Displacement-space clipping UV from top-left to bottom-right.
|
|
clipPlane.normal.Init( 0.707f, 0.707f, 0.0f ); // 45 degrees
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 0.707f, nInterval, 2, ( nInterval * 2 - 1 ), 2 );
|
|
|
|
// Displacement-space clipping UV from bottom-left to top-right.
|
|
clipPlane.normal.Init( -0.707f, 0.707f, 0.0f ); // 135 degrees
|
|
Disp_DoClip( pDisp, aDispFragments, clipPlane, 0.707f, nInterval, -( nInterval - 2 ), ( nInterval - 1 ), 2 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::Disp_DoClip( CMapDisp *pDisp, ClipFaces_t &aDispFragments,
|
|
cplane_t &clipPlane, float clipDistStart, int nInterval,
|
|
int nLoopStart, int nLoopEnd, int nLoopInc )
|
|
{
|
|
// Setup interval information.
|
|
float flInterval = static_cast<float>( nInterval );
|
|
float flOOInterval = 1.0f / flInterval;
|
|
|
|
// Holds the current set of clipped faces.
|
|
ClipFaces_t aClippedFragments;
|
|
|
|
for ( int iInterval = nLoopStart; iInterval < nLoopEnd; iInterval += nLoopInc )
|
|
{
|
|
// Copy the current list to clipped face list.
|
|
aClippedFragments.CopyArray( aDispFragments.Base(), aDispFragments.Count() );
|
|
aDispFragments.Purge();
|
|
|
|
// Clip in V.
|
|
int nFragCount = aClippedFragments.Count();
|
|
for ( int iFrag = 0; iFrag < nFragCount; iFrag++ )
|
|
{
|
|
ClipFace_t *pClipFrag = aClippedFragments[iFrag];
|
|
if ( pClipFrag )
|
|
{
|
|
ClipFace_t *pFront = NULL, *pBack = NULL;
|
|
|
|
clipPlane.dist = clipDistStart * ( ( float )iInterval * flOOInterval );
|
|
ClipFace_ClipBarycentric( pClipFrag, &clipPlane, OVERLAY_DISPSPACE_EPSILON, iInterval, pDisp, &pFront, &pBack );
|
|
ClipFace_Destroy( &pClipFrag );
|
|
|
|
if ( pFront )
|
|
{
|
|
aDispFragments.AddToTail( pFront );
|
|
}
|
|
|
|
if ( pBack )
|
|
{
|
|
aDispFragments.AddToTail( pBack );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Clean up!
|
|
aClippedFragments.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::DoClipDisp( CMapFace *pFace, ClipFace_t *pClippedFace )
|
|
{
|
|
// Get the displacement data.
|
|
EditDispHandle_t handle = pFace->GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
|
|
|
|
// Initialize local clip data.
|
|
ClipFace_PreClipDisp( pClippedFace, pDisp );
|
|
|
|
// Setup clipped face lists.
|
|
ClipFaces_t aCurrentFaces;
|
|
aCurrentFaces.AddToTail( pClippedFace );
|
|
|
|
Disp_ClipFragments( pDisp, aCurrentFaces );
|
|
|
|
//
|
|
// Project points back onto the displacement surface.
|
|
//
|
|
int nFaceCount = aCurrentFaces.Count();
|
|
for( int iFace = 0; iFace < nFaceCount; iFace++ )
|
|
{
|
|
ClipFace_t *pClipFace = aCurrentFaces[iFace];
|
|
if ( pClipFace )
|
|
{
|
|
// Save for re-building later!
|
|
pClipFace->m_pBuildFace = pFace;
|
|
m_aRenderFaces.AddToTail( aCurrentFaces[iFace] );
|
|
ClipFace_BuildFacesFromBlendedData( pClipFace );
|
|
}
|
|
}
|
|
|
|
// Clean up!
|
|
aCurrentFaces.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::HandlesReset( void )
|
|
{
|
|
m_Handles.m_iHit = -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapOverlay::HandlesHitTest( CMapView *pView, const Vector2D &vPoint )
|
|
{
|
|
int handleRadius = 8;
|
|
|
|
for ( int iPoint = 0; iPoint < 4; iPoint++ )
|
|
{
|
|
Vector2D vHandle;
|
|
|
|
pView->WorldToClient( vHandle, m_Handles.m_vec3D[iPoint] );
|
|
|
|
if ( vPoint.x < (vHandle.x-handleRadius) || vPoint.x > ( vHandle.x+handleRadius) )
|
|
continue;
|
|
|
|
if ( vPoint.y < (vHandle.y-handleRadius) || vPoint.y > ( vHandle.y+handleRadius) )
|
|
continue;
|
|
|
|
m_Handles.m_iHit = iPoint;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::HandlesDragTo( Vector &vecImpact, CMapFace *pFace )
|
|
{
|
|
// Check handle index range.
|
|
if ( ( m_Handles.m_iHit < 0 ) || ( m_Handles.m_iHit > 3 ) )
|
|
return;
|
|
|
|
// Save
|
|
m_Handles.m_vec3D[m_Handles.m_iHit] = vecImpact;
|
|
|
|
// Project the point into the overlay plane (from face/disp).
|
|
Vector vecOverlay;
|
|
Vector2D vecUVOverlay;
|
|
Handles_SurfToOverlayPlane( pFace, vecImpact, vecOverlay );
|
|
OverlayPlaneToOverlayUV( vecOverlay, vecUVOverlay );
|
|
m_Handles.m_vecBasisCoords[m_Handles.m_iHit] = vecUVOverlay;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::HandleMoveTo( int iHandle, Vector &vecPoint, CMapFace *pFace )
|
|
{
|
|
if ( ( iHandle < 0 ) || ( iHandle > 3 ) )
|
|
return;
|
|
|
|
m_Handles.m_vec3D[iHandle] = vecPoint;
|
|
|
|
// Project the point into the overlay plane (from face/disp).
|
|
Vector vecOverlay;
|
|
Vector2D vecUVOverlay;
|
|
Handles_SurfToOverlayPlane( pFace, vecPoint, vecOverlay );
|
|
OverlayPlaneToOverlayUV( vecOverlay, vecUVOverlay );
|
|
m_Handles.m_vecBasisCoords[iHandle] = vecUVOverlay;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::SetTexCoords( Vector2D vecTexCoords[4] )
|
|
{
|
|
m_Material.m_vecTextureU.x = vecTexCoords[0][0];
|
|
m_Material.m_vecTextureV.x = vecTexCoords[0][1];
|
|
// m_Material.m_vecTextureU.x = vecTexCoord[1][0];
|
|
m_Material.m_vecTextureV.y = vecTexCoords[1][1];
|
|
m_Material.m_vecTextureU.y = vecTexCoords[2][0];
|
|
// m_Material.m_vecTextureV.y = vecTexCoord[2][1];
|
|
// m_Material.m_vecTextureU.y = vecTexCoord[3][0];
|
|
// m_Material.m_vecTextureV.x = vecTexCoord[3][1];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::UpdateDispBarycentric( void )
|
|
{
|
|
//
|
|
// Project points back onto the displacement surface.
|
|
//
|
|
int nFaceCount = m_aRenderFaces.Count();
|
|
for ( int iFace = 0; iFace < nFaceCount; iFace++ )
|
|
{
|
|
// Get the current face and remove it from the list.
|
|
ClipFace_t *pClipFace = m_aRenderFaces[iFace];
|
|
if ( pClipFace )
|
|
{
|
|
if ( pClipFace->m_pBuildFace->HasDisp() )
|
|
{
|
|
ClipFace_BuildFacesFromBlendedData( pClipFace );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update the entity position.
|
|
CenterEntity();
|
|
|
|
// Update the handles.
|
|
Handles_Build3D();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::CenterEntity( void )
|
|
{
|
|
// Center in overlay plane.
|
|
Vector vecTotal;
|
|
Vector vecHandle;
|
|
|
|
vecTotal.Init();
|
|
for( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; ++iHandle )
|
|
{
|
|
OverlayUVToOverlayPlane( m_Handles.m_vecBasisCoords[iHandle], vecHandle );
|
|
vecTotal += vecHandle;
|
|
}
|
|
vecTotal *= 0.25f;
|
|
|
|
// Center in overlay uv-space.
|
|
Vector2D vecNewCenter;
|
|
OverlayPlaneToOverlayUV( vecTotal, vecNewCenter );
|
|
for( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; ++iHandle )
|
|
{
|
|
m_Handles.m_vecBasisCoords[iHandle] -= vecNewCenter;
|
|
}
|
|
|
|
// Update the entity's origin.
|
|
m_Basis.m_vecOrigin = vecTotal;
|
|
|
|
CMapEntity *pEntity = ( CMapEntity* )GetParent();
|
|
if ( pEntity )
|
|
{
|
|
Vector vecSurfPoint;
|
|
OverlayPlaneToSurfFromList( vecTotal, vecSurfPoint );
|
|
pEntity->SetOrigin( vecSurfPoint );
|
|
}
|
|
|
|
// Update the property box.
|
|
Basis_UpdateParentKey();
|
|
Handles_UpdateParentKey();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::GetPlane( cplane_t &plane )
|
|
{
|
|
plane.normal = m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL];
|
|
plane.dist = plane.normal.Dot( m_Basis.m_vecOrigin );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::GetHandlePos( int iHandle, Vector &vecPos )
|
|
{
|
|
Assert( iHandle >= 0 );
|
|
Assert( iHandle < 4 );
|
|
|
|
vecPos = m_Handles.m_vec3D[iHandle];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::SideList_Init( CMapFace *pFace )
|
|
{
|
|
// Valid face?
|
|
if ( !pFace )
|
|
return;
|
|
|
|
// Purge side list as this should be the initial face!
|
|
m_Faces.Purge();
|
|
m_Faces.AddToTail( pFace );
|
|
|
|
if ( ( GetOverlayType() && OVERLAY_TYPE_SHORE ) == 0 )
|
|
{
|
|
// Update dependencies.
|
|
UpdateDependency( NULL, ( CMapSolid* )pFace->GetParent() );
|
|
UpdateParentKey();
|
|
}
|
|
|
|
// Initialize the overlay.
|
|
Basis_Init( pFace );
|
|
PostModified();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::SideList_AddFace( CMapFace *pFace )
|
|
{
|
|
// Valid face?
|
|
if ( !pFace )
|
|
return;
|
|
|
|
// Purge side list as this should be the initial face!
|
|
m_Faces.AddToTail( pFace );
|
|
|
|
if ( ( GetOverlayType() && OVERLAY_TYPE_SHORE ) == 0 )
|
|
{
|
|
// Update dependencies.
|
|
UpdateDependency( NULL, ( CMapSolid* )pFace->GetParent() );
|
|
UpdateParentKey();
|
|
}
|
|
|
|
PostModified();
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Overlay Utility Functions
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OverlayUVToOverlayPlane( const Vector2D &vecUV, Vector &vecOverlayPoint )
|
|
{
|
|
vecOverlayPoint = ( vecUV.x * m_Basis.m_vecAxes[OVERLAY_BASIS_U] +
|
|
vecUV.y * m_Basis.m_vecAxes[OVERLAY_BASIS_V] );
|
|
vecOverlayPoint += m_Basis.m_vecOrigin;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OverlayPlaneToOverlayUV( const Vector &vecOverlayPoint, Vector2D &vecUV )
|
|
{
|
|
Vector vecDelta;
|
|
vecDelta = vecOverlayPoint - m_Basis.m_vecOrigin;
|
|
vecUV.x = m_Basis.m_vecAxes[OVERLAY_BASIS_U].Dot( vecDelta );
|
|
vecUV.y = m_Basis.m_vecAxes[OVERLAY_BASIS_V].Dot( vecDelta );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::WorldToOverlayPlane( const Vector &vecWorldPoint, Vector &vecOverlayPoint )
|
|
{
|
|
Vector vecDelta = vecWorldPoint - m_Basis.m_vecOrigin;
|
|
float flDist = m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].Dot( vecDelta );
|
|
vecOverlayPoint = vecWorldPoint - ( m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] * flDist );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OverlayPlaneToWorld( CMapFace *pFace, const Vector &vecOverlayPoint,
|
|
Vector &vecWorldPoint )
|
|
{
|
|
// Create the overlay plane - the base face plane.
|
|
cplane_t surfacePlane;
|
|
pFace->GetFaceNormal( surfacePlane.normal );
|
|
VectorNormalize( surfacePlane.normal );
|
|
Vector vecPoint;
|
|
pFace->GetPoint( vecPoint, 0 );
|
|
surfacePlane.dist = surfacePlane.normal.Dot( vecPoint );
|
|
|
|
float flDistToSurface = surfacePlane.normal.Dot( vecOverlayPoint ) - surfacePlane.dist;
|
|
float flDist = flDistToSurface;
|
|
float flDot = surfacePlane.normal.Dot( m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] );
|
|
if ( flDot != 0.0f )
|
|
{
|
|
flDist = ( 1.0f / flDot ) * flDistToSurface;
|
|
}
|
|
|
|
vecWorldPoint = vecOverlayPoint - ( m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] * flDist );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::OverlayPlaneToSurfFromList( const Vector &vecOverlayPoint, Vector &vecSurfPoint )
|
|
{
|
|
// Initialize the point with the overlay point.
|
|
vecSurfPoint = vecOverlayPoint;
|
|
|
|
int nFaceCount = GetFaceCount();
|
|
CUtlVector<Vector> aPoints;
|
|
CUtlVector<cplane_t> aPlanes;
|
|
|
|
for ( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
CMapFace *pFace = GetFace( iFace );
|
|
if ( !pFace )
|
|
continue;
|
|
|
|
// Set points.
|
|
aPoints.Purge();
|
|
aPoints.SetSize( pFace->nPoints );
|
|
aPlanes.Purge();
|
|
aPlanes.SetSize( pFace->nPoints );
|
|
|
|
// Project all the face points into the overlay plane.
|
|
for ( int iPoint = 0; iPoint < pFace->nPoints; ++iPoint )
|
|
{
|
|
WorldToOverlayPlane( pFace->Points[iPoint], aPoints[iPoint] );
|
|
}
|
|
|
|
// Create edge planes for clipping.
|
|
BuildEdgePlanes( aPoints.Base(), aPoints.Count(), aPlanes.Base(), aPlanes.Count() );
|
|
|
|
// Check to see if a point lies behind all of the edge planes - this is our face.
|
|
int iPlane;
|
|
for ( iPlane = 0; iPlane < aPlanes.Count(); ++iPlane )
|
|
{
|
|
float flDist = aPlanes[iPlane].normal.Dot( vecOverlayPoint ) - aPlanes[iPlane].dist;
|
|
if( flDist >= 0.0f )
|
|
break;
|
|
}
|
|
|
|
// Point lies outside off at least one plane.
|
|
if( iPlane != aPlanes.Count() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Project the point up to the base face plane (displacement if necessary).
|
|
OverlayPlaneToWorld( pFace, vecOverlayPoint, vecSurfPoint );
|
|
|
|
if( pFace->HasDisp() )
|
|
{
|
|
Vector2D vecTmp;
|
|
EditDispHandle_t handle = pFace->GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
|
|
pDisp->BaseFacePlaneToDispUV( vecSurfPoint, vecTmp );
|
|
pDisp->DispUVToSurf( vecTmp, vecSurfPoint, NULL, NULL );
|
|
}
|
|
|
|
// Clean-up.
|
|
aPoints.Purge();
|
|
aPlanes.Purge();
|
|
return;
|
|
}
|
|
|
|
// Clean-up.
|
|
aPoints.Purge();
|
|
aPlanes.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapOverlay::EntityOnSurfFromListToBaseFacePlane( const Vector &vecWorldPoint, Vector &vecBasePoint )
|
|
{
|
|
int nFaceCount = GetFaceCount();
|
|
for ( int iFace = 0; iFace < nFaceCount; ++iFace )
|
|
{
|
|
CMapFace *pFace = GetFace( iFace );
|
|
if ( !pFace )
|
|
continue;
|
|
|
|
if ( !pFace->HasDisp() )
|
|
continue;
|
|
|
|
EditDispHandle_t handle = pFace->GetDisp();
|
|
CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
|
|
|
|
if ( pDisp->SurfToBaseFacePlane( vecWorldPoint, vecBasePoint ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::GetTriVerts( CMapDisp *pDisp, const Vector2D &vecSurfUV, int *pTris, Vector2D *pVertsUV )
|
|
{
|
|
// Get the displacement width.
|
|
int nWidth = pDisp->GetWidth();
|
|
int nHeight = pDisp->GetHeight();
|
|
|
|
// scale the u, v coordinates the displacement grid size
|
|
float flU = vecSurfUV.x * ( nWidth - 1.000001f );
|
|
float flV = vecSurfUV.y * ( nHeight - 1.000001f );
|
|
|
|
// find the triangle the "uv spot" resides in
|
|
int nSnapU = static_cast<int>( flU );
|
|
int nSnapV = static_cast<int>( flV );
|
|
if ( nSnapU == ( nWidth - 1 ) ) { --nSnapU; }
|
|
if ( nSnapV == ( nHeight - 1 ) ) { --nSnapV; }
|
|
int nNextU = nSnapU + 1;
|
|
int nNextV = nSnapV + 1;
|
|
|
|
// Fractional portion
|
|
float flFracU = flU - static_cast<float>( nSnapU );
|
|
float flFracV = flV - static_cast<float>( nSnapV );
|
|
|
|
bool bOdd = ( ( ( nSnapV * nWidth ) + nSnapU ) % 2 ) == 1;
|
|
if ( bOdd )
|
|
{
|
|
if( ( flFracU + flFracV ) >= ( 1.0f + OVERLAY_DISPSPACE_EPSILON ) )
|
|
{
|
|
pVertsUV[0].x = nSnapU; pVertsUV[0].y = nNextV;
|
|
pVertsUV[1].x = nNextU; pVertsUV[1].y = nNextV;
|
|
pVertsUV[2].x = nNextU; pVertsUV[2].y = nSnapV;
|
|
}
|
|
else
|
|
{
|
|
pVertsUV[0].x = nSnapU; pVertsUV[0].y = nSnapV;
|
|
pVertsUV[1].x = nSnapU; pVertsUV[1].y = nNextV;
|
|
pVertsUV[2].x = nNextU; pVertsUV[2].y = nSnapV;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( flFracU < flFracV )
|
|
{
|
|
pVertsUV[0].x = nSnapU; pVertsUV[0].y = nSnapV;
|
|
pVertsUV[1].x = nSnapU; pVertsUV[1].y = nNextV;
|
|
pVertsUV[2].x = nNextU; pVertsUV[2].y = nNextV;
|
|
}
|
|
else
|
|
{
|
|
pVertsUV[0].x = nSnapU; pVertsUV[0].y = nSnapV;
|
|
pVertsUV[1].x = nNextU; pVertsUV[1].y = nNextV;
|
|
pVertsUV[2].x = nNextU; pVertsUV[2].y = nSnapV;
|
|
}
|
|
}
|
|
|
|
// Calculate the triangle indices.
|
|
for( int iVert = 0; iVert < 3; ++iVert )
|
|
{
|
|
pTris[iVert] = pVertsUV[iVert].y * nWidth + pVertsUV[iVert].x;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapOverlay::SetMaterial( const char *szMaterialName )
|
|
{
|
|
// Get the new material.
|
|
IEditorTexture *pTex = g_Textures.FindActiveTexture( szMaterialName );
|
|
if ( !pTex )
|
|
return;
|
|
|
|
// Save the new material.
|
|
m_Material.m_pTexture = pTex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CMapOverlay::SaveDataToVMF( CChunkFile *pFile, CSaveInfo *pSaveInfo )
|
|
{
|
|
ChunkFileResult_t eResult = pFile->BeginChunk("overlaydata");
|
|
|
|
// Save the material name.
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValue( "material", m_Material.m_pTexture->GetName() );
|
|
}
|
|
|
|
// Save the u,v data.
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueFloat( "StartU", m_Material.m_vecTextureU.x );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueFloat( "EndU", m_Material.m_vecTextureU.y );
|
|
}
|
|
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueFloat( "StartV", m_Material.m_vecTextureV.x );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueFloat( "EndV", m_Material.m_vecTextureV.y );
|
|
}
|
|
|
|
// Basis data.
|
|
Vector vecTmp;
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueVector3( "BasisOrigin", m_Basis.m_vecOrigin );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueVector3( "BasisU", m_Basis.m_vecAxes[OVERLAY_BASIS_U] );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueVector3( "BasisV", m_Basis.m_vecAxes[OVERLAY_BASIS_V] );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->WriteKeyValueVector3( "BasisNormal", m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] );
|
|
}
|
|
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
Vector vecTmp( m_Handles.m_vecBasisCoords[0].x, m_Handles.m_vecBasisCoords[0].y, ( float )m_Basis.m_nAxesFlip[0] );
|
|
eResult = pFile->WriteKeyValueVector3( "uv0", vecTmp );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
Vector vecTmp( m_Handles.m_vecBasisCoords[1].x, m_Handles.m_vecBasisCoords[1].y, ( float )m_Basis.m_nAxesFlip[1] );
|
|
eResult = pFile->WriteKeyValueVector3( "uv1", vecTmp );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
Vector vecTmp( m_Handles.m_vecBasisCoords[2].x, m_Handles.m_vecBasisCoords[2].y, ( float )m_Basis.m_nAxesFlip[2] );
|
|
eResult = pFile->WriteKeyValueVector3( "uv2", vecTmp );
|
|
}
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
Vector vecTmp( m_Handles.m_vecBasisCoords[3].x, m_Handles.m_vecBasisCoords[3].y, 0.0f );
|
|
eResult = pFile->WriteKeyValueVector3( "uv3", vecTmp );
|
|
}
|
|
|
|
// Sidelist.
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
char szSetValue[KEYVALUE_MAX_VALUE_LENGTH];
|
|
CMapWorld::FaceID_FaceListsToString( szSetValue, sizeof( szSetValue ), &m_Faces, NULL );
|
|
eResult = pFile->WriteKeyValue( "sides", szSetValue );
|
|
}
|
|
|
|
if ( eResult == ChunkFile_Ok )
|
|
{
|
|
eResult = pFile->EndChunk();
|
|
}
|
|
|
|
return eResult;
|
|
}
|