Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include <stdafx.h>
#include "MapOverlay.h"
#include "MapFace.h"
#include "MapSolid.h"
#include "MapWorld.h"
#include "MainFrm.h"
#include "GlobalFunctions.h"
#include "MapDoc.h"
#include "TextureSystem.h"
#include "Material.h"
#include "materialsystem/imesh.h"
#include "Box3D.h"
#include "MapDefs.h"
#include "CollisionUtils.h"
#include "MapSideList.h"
#include "MapDisp.h"
#include "ToolManager.h"
#include "objectproperties.h"
#include "ChunkFile.h"
#include "mapview.h"
#include "options.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_MAPCLASS( CMapOverlay )
#define OVERLAY_INITSIZE 25.0f // x2
#define OVERLAY_BASIS_U 0
#define OVERLAY_BASIS_V 1
#define OVERLAY_BASIS_NORMAL 2
#define OVERLAY_HANDLES_COUNT 4
#define OVERLAY_WORLDSPACE_EPSILON 0.03125f
#define OVERLAY_DISPSPACE_EPSILON 0.000001f
#define OVERLAY_BARYCENTRIC_EPSILON 0.001f
#define OVERLAY_BLENDTYPE_VERT 0
#define OVERLAY_BLENDTYPE_EDGE 1
#define OVERLAY_BLENDTYPE_BARY 2
#define OVERLAY_ANGLE0 1
#define OVERLAY_ANGLE45 2
#define OVERLAY_ANGLE90 3
#define OVERLAY_ANGLE135 4
#define OVERLAY_INVALID_VALUE -99999.9f
//=============================================================================
//
// Basis Functions
//
//-----------------------------------------------------------------------------
// Purpose: Initialize the basis data.
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_Clear( void )
{
m_Basis.m_pFace = NULL;
m_Basis.m_vecOrigin.Init();
for( int iAxis = 0; iAxis < 3; iAxis++ )
{
m_Basis.m_vecAxes[iAxis].Init( OVERLAY_INVALID_VALUE, OVERLAY_INVALID_VALUE, OVERLAY_INVALID_VALUE );
m_Basis.m_nAxesFlip[iAxis] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Build the overlay basis given an entity and base face (CMapFace).
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_Init( CMapFace *pFace )
{
// Valid face?
Assert( pFace != NULL );
if( !pFace )
return;
// Set the face the basis are derived from.
Basis_SetFace( pFace );
// Set the basis origin.
Basis_UpdateOrigin();
// Setup the basis axes.
Basis_BuildAxes();
// Initialize the texture coordinates - based on basis.
Material_TexCoordInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_UpdateOrigin( void )
{
CMapEntity *pEntity = static_cast<CMapEntity*>( GetParent() );
if ( pEntity )
{
Vector vecEntityOrigin;
pEntity->GetOrigin( vecEntityOrigin );
Vector vecPoint( 0.0f, 0.0f, 0.0f );
if ( !EntityOnSurfFromListToBaseFacePlane( vecEntityOrigin, vecPoint ) )
{
vecPoint = vecEntityOrigin;
}
m_Basis.m_vecOrigin = vecPoint;
}
// Update the property box.
Basis_UpdateParentKey();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_BuildAxes( void )
{
// Valid face?
if( !m_Basis.m_pFace )
return;
// Build the basis axes.
Vector vecFaceNormal;
m_Basis.m_pFace->GetFaceNormal( vecFaceNormal );
VectorNormalize( vecFaceNormal );
VectorCopy( vecFaceNormal, m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] );
Basis_SetInitialUAxis( vecFaceNormal );
m_Basis.m_vecAxes[OVERLAY_BASIS_V] = m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL].Cross( m_Basis.m_vecAxes[OVERLAY_BASIS_U] );
VectorNormalize( m_Basis.m_vecAxes[OVERLAY_BASIS_V] );
m_Basis.m_vecAxes[OVERLAY_BASIS_U] = m_Basis.m_vecAxes[OVERLAY_BASIS_V].Cross( m_Basis.m_vecAxes[OVERLAY_BASIS_NORMAL] );
VectorNormalize( m_Basis.m_vecAxes[OVERLAY_BASIS_U] );
// Flip uvn axes?
for ( int iAxis = 0; iAxis < 3; ++iAxis )
{
for ( int iComp = 0; iComp < 3; ++iComp )
{
if ( Basis_IsFlipped( iAxis, iComp ) )
{
m_Basis.m_vecAxes[iAxis][iComp] = -m_Basis.m_vecAxes[iAxis][iComp];
}
}
}
Basis_UpdateParentKey();
}
//-----------------------------------------------------------------------------
// Purpose: A basis building helper function that finds the best guess u-axis
// given a base face (CMapFace) normal.
// Input: vecNormal - the base face normal
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_SetInitialUAxis( Vector const &vecNormal )
{
// Find the major vector component.
int nMajorAxis = 0;
float flAxisValue = vecNormal[0];
if ( FloatMakePositive( vecNormal[1] ) > FloatMakePositive( flAxisValue ) )
{
nMajorAxis = 1;
flAxisValue = vecNormal[1];
}
if ( FloatMakePositive( vecNormal[2] ) > FloatMakePositive( flAxisValue ) )
{
nMajorAxis = 2;
}
if ( ( nMajorAxis == 1 ) || ( nMajorAxis == 2 ) )
{
m_Basis.m_vecAxes[OVERLAY_BASIS_U].Init( 1.0f, 0.0f, 0.0f );
}
else
{
m_Basis.m_vecAxes[OVERLAY_BASIS_U].Init( 0.0f, 1.0f, 0.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMapOverlay::Basis_IsValid( void )
{
for ( int iBasis = 0; iBasis < 3; ++iBasis )
{
for ( int iAxis = 0; iAxis < 3; ++iAxis )
{
if ( m_Basis.m_vecAxes[iBasis][iAxis] == OVERLAY_INVALID_VALUE )
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_SetFace( CMapFace *pFace )
{
// Verify face.
if ( !pFace )
return;
m_Basis.m_pFace = pFace;
}
//-----------------------------------------------------------------------------
// Purpose: Copy the basis data from the source into the destination.
// Input: pSrc - the basis source data
// pDst (Output) - destination for the basis data
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_Copy( Basis_t *pSrc, Basis_t *pDst )
{
pDst->m_pFace = pSrc->m_pFace;
pDst->m_vecOrigin = pSrc->m_vecOrigin;
for ( int iAxis = 0; iAxis < 3; iAxis++ )
{
pDst->m_vecAxes[iAxis] = pSrc->m_vecAxes[iAxis];
pDst->m_nAxesFlip[iAxis] = pSrc->m_nAxesFlip[iAxis];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_UpdateParentKey( void )
{
char szValue[80];
CMapEntity *pEntity = ( CMapEntity* )GetParent();
if ( pEntity )
{
sprintf( szValue, "%g %g %g", m_Basis.m_vecOrigin.x, m_Basis.m_vecOrigin.y, m_Basis.m_vecOrigin.z );
pEntity->NotifyChildKeyChanged( this, "BasisOrigin", szValue );
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 );
pEntity->NotifyChildKeyChanged( this, "BasisU", szValue );
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 );
pEntity->NotifyChildKeyChanged( this, "BasisV", szValue );
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 );
pEntity->NotifyChildKeyChanged( this, "BasisNormal", szValue );
}
}
//=============================================================================
//
// Basis - Legacy support!
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_BuildFromSideList( void )
{
// Initialization (don't have or couldn't find the basis face)
if ( m_Faces.Count() > 0 )
{
Basis_Init( m_Faces.Element( 0 ) );
}
else
{
m_Basis.m_pFace = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input: iAxis - 0, 1, 2 (u, v, n)
// iComponet - 0, 1, 2 (x, y, z)
//-----------------------------------------------------------------------------
void CMapOverlay::Basis_ToggleAxesFlip( int iAxis, int iComponent )
{
if ( iAxis < 0 || iAxis > 2 || iComponent < 0 || iComponent > 2 )
return;
int nValue = ( 1 << iComponent );
m_Basis.m_nAxesFlip[iAxis] ^= nValue;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMapOverlay::Basis_IsFlipped( int iAxis, int iComponent )
{
if ( iAxis < 0 || iAxis > 2 || iComponent < 0 || iComponent > 2 )
return false;
int nValue = ( 1 << iComponent );
return ( ( m_Basis.m_nAxesFlip[iAxis] & nValue ) != 0 );
}
//=============================================================================
//
// Handles Functions
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_Clear( void )
{
m_Handles.m_iHit = -1;
for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
{
m_Handles.m_vec3D[iHandle].Init();
}
m_Handles.m_vecBasisCoords[0].Init( -OVERLAY_INITSIZE, -OVERLAY_INITSIZE );
m_Handles.m_vecBasisCoords[1].Init( -OVERLAY_INITSIZE, OVERLAY_INITSIZE );
m_Handles.m_vecBasisCoords[2].Init( OVERLAY_INITSIZE, OVERLAY_INITSIZE );
m_Handles.m_vecBasisCoords[3].Init( OVERLAY_INITSIZE, -OVERLAY_INITSIZE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_Init( CMapFace *pFace )
{
IEditorTexture *pTexture = g_Textures.FindActiveTexture( GetDefaultTextureName() );
int nWidth = pTexture->GetImageWidth();
int nHeight = pTexture->GetImageHeight();
// Half-height (width) and 1/4 scale
int nWidthHalf = nWidth / 8;
int nHeightHalf = nHeight / 8;
m_Handles.m_vecBasisCoords[0].Init( -nWidthHalf, -nHeightHalf );
m_Handles.m_vecBasisCoords[1].Init( -nWidthHalf, nHeightHalf );
m_Handles.m_vecBasisCoords[2].Init( nWidthHalf, nHeightHalf );
m_Handles.m_vecBasisCoords[3].Init( nWidthHalf, -nHeightHalf );
Handles_Build3D();
Handles_UpdateParentKey();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_Build3D( void )
{
// Verify that we have a valid basis to build the handles from.
if ( !Basis_IsValid() )
return;
for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
{
Vector vecHandle;
OverlayUVToOverlayPlane( m_Handles.m_vecBasisCoords[iHandle], vecHandle );
OverlayPlaneToSurfFromList( vecHandle, m_Handles.m_vec3D[iHandle] );
}
Handles_FixOrder();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_Render3D( CRender3D *pRender )
{
// Set the render mode to "flat."
pRender->PushRenderMode( RENDER_MODE_FLAT );
// Set the color, should be based on selection.
unsigned char ucColor[4];
ucColor[0] = ucColor[1] = ucColor[2] = ucColor[3] = 255;
unsigned char ucSelectColor[4];
ucSelectColor[0] = ucSelectColor[3] = 255;
ucSelectColor[1] = ucSelectColor[2] = 0;
pRender->SetHandleStyle( HANDLE_RADIUS, CRender::HANDLE_SQUARE );
for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; iHandle++ )
{
pRender->BeginRenderHitTarget( this, iHandle );
if ( m_Handles.m_iHit == iHandle )
{
pRender->SetHandleColor( ucSelectColor[0], ucSelectColor[1], ucSelectColor[2] );
}
else
{
pRender->SetHandleColor( ucColor[0], ucColor[1], ucColor[2] );
}
pRender->DrawHandle( m_Handles.m_vec3D[iHandle] );
pRender->EndRenderHitTarget();
}
pRender->PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_SurfToOverlayPlane( CMapFace *pFace, Vector const &vecSurf, Vector &vecPoint )
{
Vector vecWorld;
if ( pFace->HasDisp() )
{
EditDispHandle_t handle = pFace->GetDisp();
CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
pDisp->SurfToBaseFacePlane( vecSurf, vecWorld );
}
else
{
vecWorld = vecSurf;
}
WorldToOverlayPlane( vecWorld, vecPoint );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_Copy( Handles_t *pSrc, Handles_t *pDst )
{
pDst->m_iHit = pSrc->m_iHit;
for ( int iHandle = 0; iHandle < OVERLAY_HANDLES_COUNT; ++iHandle )
{
pDst->m_vecBasisCoords[iHandle] = pSrc->m_vecBasisCoords[iHandle];
pDst->m_vec3D[iHandle] = pSrc->m_vec3D[iHandle];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapOverlay::Handles_UpdateParentKey( void )
{
char szValue[80];
CMapEntity *pEntity = ( CMapEntity* )GetParent();
if ( pEntity )
{
sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[0].x, m_Handles.m_vecBasisCoords[0].y, ( float )m_Basis.m_nAxesFlip[0] );
pEntity->NotifyChildKeyChanged( this, "uv0", szValue );
sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[1].x, m_Handles.m_vecBasisCoords[1].y, ( float )m_Basis.m_nAxesFlip[1] );
pEntity->NotifyChildKeyChanged( this, "uv1", szValue );
sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[2].x, m_Handles.m_vecBasisCoords[2].y, ( float )m_Basis.m_nAxesFlip[2] );
pEntity->NotifyChildKeyChanged( this, "uv2", szValue );
sprintf( szValue, "%g %g %g", m_Handles.m_vecBasisCoords[3].x, m_Handles.m_vecBasisCoords[3].y, 0.0f );
pEntity->NotifyChildKeyChanged( this, "uv3", szValue );
}
}
//=============================================================================
//
// ClipFace Functions
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMapOverlay::ClipFace_t *CMapOverlay::ClipFace_Create( int nSize )
{
ClipFace_t *pClipFace = new ClipFace_t;
if ( pClipFace )
{
pClipFace->m_nPointCount = nSize;
if ( nSize > 0 )
{
pClipFace->m_aPoints.SetSize( nSize );
pClipFace->m_aDispPointUVs.SetSize( nSize );
for ( int iCoord = 0; iCoord < NUM_CLIPFACE_TEXCOORDS; iCoord++ )
{
pClipFace->m_aTexCoords[iCoord].SetSize( nSize );
}
pClipFace->m_aBlends.SetSize( nSize );
for ( int iPoint = 0; iPoint < nSize; iPoint++ )
{
pClipFace->m_aPoints[iPoint].Init();
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_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];
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];
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];
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];
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;
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_nPointCount++;
pBack->m_aPoints[pBack->m_nPointCount] = vecPoint;
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_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_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_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_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 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_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_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];
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->Basis_BuildFromSideList();
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.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.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.
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;
}