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diff --git a/q3radiant/PMESH.CPP b/q3radiant/PMESH.CPP
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// Preliminary patch stuff
+//
+//
+
+#include "stdafx.h"
+#include "qe3.h"
+#include "DialogInfo.h"
+#include "CapDialog.h"
+
+// externs
+extern void MemFile_fprintf(CMemFile* pMemFile, const char* pText, ...);
+extern face_t *Face_Alloc( void );
+void _Write3DMatrix (FILE *f, int y, int x, int z, float *m);
+void _Write3DMatrix (CMemFile *f, int y, int x, int z, float *m);
+
+
+
+#define CBLOCK_SUBDIVISIONS 6
+
+
+patchMesh_t* MakeNewPatch()
+{
+ patchMesh_t *pm = reinterpret_cast<patchMesh_t*>(qmalloc(sizeof(patchMesh_t)));
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+ pm->pData = static_cast<void *>( g_SurfaceTable.m_pfnPatchAlloc( pm ) );
+ }
+ return pm;
+}
+
+// FIXME: this needs to be dynamic
+//#define MAX_PATCH_MESHES 4096
+//patchMesh_t patchMeshes[MAX_PATCH_MESHES];
+//int numPatchMeshes = 0;
+
+// used for a save spot
+patchMesh_t patchSave;
+
+// Tracks the selected patch for point manipulation/update. FIXME: Need to revert back to a generalized
+// brush approach
+//--int g_nSelectedPatch = -1;
+
+// HACK: for tracking which view generated the click
+// as we dont want to deselect a point on a same point
+// click if it is from a different view
+int g_nPatchClickedView = -1;
+bool g_bSameView = false;
+
+
+// globals
+bool g_bPatchShowBounds = true;
+bool g_bPatchWireFrame = false;
+bool g_bPatchWeld = true;
+bool g_bPatchDrillDown = true;
+bool g_bPatchInsertMode = false;
+bool g_bPatchBendMode = false;
+int g_nPatchBendState = -1;
+int g_nPatchInsertState = -1;
+int g_nBendOriginIndex = 0;
+vec3_t g_vBendOrigin;
+
+bool g_bPatchAxisOnRow = true;
+int g_nPatchAxisIndex = 0;
+bool g_bPatchLowerEdge = true;
+
+// BEND states
+enum
+{
+ BEND_SELECT_ROTATION = 0,
+ BEND_SELECT_ORIGIN,
+ BEND_SELECT_EDGE,
+ BEND_BENDIT,
+ BEND_STATE_COUNT
+};
+
+const char *g_pBendStateMsg[] =
+{
+ "Use TAB to cycle through available bend axis. Press ENTER when the desired one is highlighted.",
+ "Use TAB to cycle through available rotation axis. This will LOCK around that point. You may also use Shift + Middle Click to select an arbitrary point. Press ENTER when the desired one is highlighted",
+ "Use TAB to choose which side to bend. Press ENTER when the desired one is highlighted.",
+ "Use the MOUSE to bend the patch. It uses the same ui rules as Free Rotation. Press ENTER to accept the bend, press ESC to abandon it and exit Bend mode",
+ ""
+};
+
+// INSERT states
+enum
+{
+ INSERT_SELECT_EDGE = 0,
+ INSERT_STATE_COUNT
+};
+
+const char* g_pInsertStateMsg[] =
+{
+ "Use TAB to cycle through available rows/columns for insertion/deletion. Press INS to insert at the highlight, DEL to remove the pair"
+};
+
+
+float *g_InversePoints[1024];
+
+const float fFullBright = 1.0;
+const float fLowerLimit = .50;
+const float fDec = .05;
+void _SetColor(face_t* f, float fColor[3])
+{
+ return;
+ fColor[0] = f->d_color[0];
+ fColor[1] = f->d_color[1];
+ fColor[2] = f->d_color[2];
+ qglColor3fv(fColor);
+}
+
+
+void _DecColor(float fColor[3])
+{
+ return;
+ fColor[0] -= fDec;
+ fColor[1] -= fDec ;
+ fColor[2] -= fDec;
+ for (int i = 0; i < 3; i++)
+ {
+ if (fColor[i] <= fLowerLimit)
+ {
+ fColor[0] = fFullBright;
+ fColor[1] = fFullBright;
+ fColor[2] = fFullBright;
+ break;
+ }
+ }
+ qglColor3fv(fColor);
+}
+
+vec_t __VectorNormalize (vec3_t in, vec3_t out)
+{
+ vec_t length, ilength;
+
+ length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
+ if (length == 0)
+ {
+ VectorClear (out);
+ return 0;
+ }
+
+ ilength = 1.0/length;
+ out[0] = in[0]*ilength;
+ out[1] = in[1]*ilength;
+ out[2] = in[2]*ilength;
+
+ return length;
+}
+
+
+void Patch_SetType(patchMesh_t *p, int nType)
+{
+ p->type = (p->type & PATCH_STYLEMASK) | nType;
+}
+
+void Patch_SetStyle(patchMesh_t *p, int nStyle)
+{
+ p->type = (p->type & PATCH_TYPEMASK) | nStyle;
+}
+
+/*
+==================
+Patch_MemorySize
+==================
+*/
+int Patch_MemorySize(patchMesh_t *p)
+{
+ return _msize(p);
+}
+
+
+
+/*
+===============
+InterpolateInteriorPoints
+===============
+*/
+void InterpolateInteriorPoints( patchMesh_t *p )
+{
+ int i, j, k;
+ int next, prev;
+
+ for ( i = 0 ; i < p->width ; i += 2 )
+ {
+
+ next = ( i == p->width - 1 ) ? 1 : ( i + 1 ) % p->width;
+ prev = ( i == 0 ) ? p->width - 2 : i - 1;
+
+#if 0
+ if ( i == 0 )
+ {
+ next = ( i + 1 ) % p->width;
+ prev = p->width - 2; // joined wrap case
+ }
+ else if ( i == p->width - 1 )
+ {
+ next = 1;
+ prev = i - 1;
+ }
+ else
+ {
+ next = ( i + 1 ) % p->width;
+ prev = i - 1;
+ }
+#endif
+
+ for ( j = 0 ; j < p->height ; j++ )
+ {
+ for ( k = 0 ; k < 3 ; k++ )
+ {
+ p->ctrl[i][j].xyz[k] = ( p->ctrl[next][j].xyz[k] + p->ctrl[prev][j].xyz[k] ) * 0.5;
+ }
+ }
+ }
+}
+
+/*
+=================
+MakeMeshNormals
+
+=================
+*/
+int neighbors[8][2] = {
+ {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
+};
+
+void Patch_MeshNormals(patchMesh_t *in )
+{
+ int i, j, k, dist;
+ vec3_t normal;
+ vec3_t sum;
+ int count;
+ vec3_t base;
+ vec3_t delta;
+ int x, y;
+ drawVert_t *dv;
+ vec3_t around[8], temp;
+ qboolean good[8];
+ qboolean wrapWidth, wrapHeight;
+ float len;
+
+ wrapWidth = false;
+ for ( i = 0 ; i < in->height ; i++ )
+ {
+
+ VectorSubtract( in->ctrl[0][i].xyz,
+ in->ctrl[in->width-1][i].xyz, delta );
+ len = VectorLength( delta );
+ if ( len > 1.0 )
+ {
+ break;
+ }
+ }
+ if ( i == in->height )
+ {
+ wrapWidth = true;
+ }
+
+ wrapHeight = false;
+ for ( i = 0 ; i < in->width ; i++ )
+ {
+ VectorSubtract( in->ctrl[i][0].xyz,
+ in->ctrl[i][in->height-1].xyz, delta );
+ len = VectorLength( delta );
+ if ( len > 1.0 )
+ {
+ break;
+ }
+ }
+ if ( i == in->width)
+ {
+ wrapHeight = true;
+ }
+
+
+ for ( i = 0 ; i < in->width ; i++ )
+ {
+ for ( j = 0 ; j < in->height ; j++ )
+ {
+ count = 0;
+ //--dv = reinterpret_cast<drawVert_t*>(in.ctrl[j*in.width+i]);
+ dv = &in->ctrl[i][j];
+ VectorCopy( dv->xyz, base );
+ for ( k = 0 ; k < 8 ; k++ )
+ {
+ VectorClear( around[k] );
+ good[k] = false;
+
+ for ( dist = 1 ; dist <= 3 ; dist++ )
+ {
+ x = i + neighbors[k][0] * dist;
+ y = j + neighbors[k][1] * dist;
+ if ( wrapWidth )
+ {
+ if ( x < 0 )
+ {
+ x = in->width - 1 + x;
+ }
+ else if ( x >= in->width )
+ {
+ x = 1 + x - in->width;
+ }
+ }
+ if ( wrapHeight )
+ {
+ if ( y < 0 )
+ {
+ y = in->height - 1 + y;
+ }
+ else if ( y >= in->height )
+ {
+ y = 1 + y - in->height;
+ }
+ }
+
+ if ( x < 0 || x >= in->width || y < 0 || y >= in->height )
+ {
+ break; // edge of patch
+ }
+ //--VectorSubtract( in.ctrl[y*in.width+x]->xyz, base, temp );
+ VectorSubtract( in->ctrl[x][y].xyz, base, temp );
+ if ( __VectorNormalize( temp, temp ) == 0 )
+ {
+ continue; // degenerate edge, get more dist
+ }
+ else
+ {
+ good[k] = true;
+ VectorCopy( temp, around[k] );
+ break; // good edge
+ }
+ }
+ }
+
+ VectorClear( sum );
+ for ( k = 0 ; k < 8 ; k++ )
+ {
+ if ( !good[k] || !good[(k+1)&7] )
+ {
+ continue; // didn't get two points
+ }
+ CrossProduct( around[(k+1)&7], around[k], normal );
+ if ( __VectorNormalize( normal, normal ) == 0 )
+ {
+ continue;
+ }
+ VectorAdd( normal, sum, sum );
+ count++;
+ }
+ if ( count == 0 )
+ {
+ //printf("bad normal\n");
+ count = 1;
+ //continue;
+ }
+ __VectorNormalize( sum, dv->normal );
+ }
+ }
+}
+
+
+
+
+/*
+==================
+Patch_CalcBounds
+==================
+*/
+void Patch_CalcBounds(patchMesh_t *p, vec3_t& vMin, vec3_t& vMax)
+{
+ vMin[0] = vMin[1] = vMin[2] = 99999;
+ vMax[0] = vMax[1] = vMax[2] = -99999;
+
+ p->bDirty = true;
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ for (int j = 0; j < 3; j++)
+ {
+ float f = p->ctrl[w][h].xyz[j];
+ if (f < vMin[j])
+ vMin[j] = f;
+ if (f > vMax[j])
+ vMax[j] = f;
+ }
+ }
+ }
+}
+
+/*
+==================
+Brush_RebuildBrush
+==================
+*/
+void Brush_RebuildBrush(brush_t *b, vec3_t vMins, vec3_t vMaxs)
+{
+ //
+ // Total hack job
+ // Rebuilds a brush
+ int i, j;
+ face_t *f, *next;
+ vec3_t pts[4][2];
+ texdef_t texdef;
+ // free faces
+
+ for (j = 0; j < 3; j++)
+ {
+ if ((int)vMins[j] == (int)vMaxs[j])
+ {
+ vMins[j] -= 4;
+ vMaxs[j] += 4;
+ }
+ }
+
+
+ for (f=b->brush_faces ; f ; f=next)
+ {
+ next = f->next;
+ if (f)
+ texdef = f->texdef;
+ Face_Free( f );
+ }
+
+ b->brush_faces = NULL;
+
+ // left the last face so we can use its texdef
+
+ for (i=0 ; i<3 ; i++)
+ if (vMaxs[i] < vMins[i])
+ Error ("Brush_RebuildBrush: backwards");
+
+ pts[0][0][0] = vMins[0];
+ pts[0][0][1] = vMins[1];
+
+ pts[1][0][0] = vMins[0];
+ pts[1][0][1] = vMaxs[1];
+
+ pts[2][0][0] = vMaxs[0];
+ pts[2][0][1] = vMaxs[1];
+
+ pts[3][0][0] = vMaxs[0];
+ pts[3][0][1] = vMins[1];
+
+ for (i=0 ; i<4 ; i++)
+ {
+ pts[i][0][2] = vMins[2];
+ pts[i][1][0] = pts[i][0][0];
+ pts[i][1][1] = pts[i][0][1];
+ pts[i][1][2] = vMaxs[2];
+ }
+
+ for (i=0 ; i<4 ; i++)
+ {
+ f = Face_Alloc();
+ f->texdef = texdef;
+ f->texdef.flags &= ~SURF_KEEP;
+ f->texdef.contents &= ~CONTENTS_KEEP;
+ if ( b->patchBrush )
+ {
+ f->texdef.flags |= SURF_PATCH;
+ }
+ f->next = b->brush_faces;
+ b->brush_faces = f;
+ j = (i+1)%4;
+
+ VectorCopy (pts[j][1], f->planepts[0]);
+ VectorCopy (pts[i][1], f->planepts[1]);
+ VectorCopy (pts[i][0], f->planepts[2]);
+ }
+
+ f = Face_Alloc();
+ f->texdef = texdef;
+ f->texdef.flags &= ~SURF_KEEP;
+ f->texdef.contents &= ~CONTENTS_KEEP;
+ if ( b->patchBrush )
+ {
+ f->texdef.flags |= SURF_PATCH;
+ }
+ f->next = b->brush_faces;
+ b->brush_faces = f;
+
+ VectorCopy (pts[0][1], f->planepts[0]);
+ VectorCopy (pts[1][1], f->planepts[1]);
+ VectorCopy (pts[2][1], f->planepts[2]);
+
+ f = Face_Alloc();
+ f->texdef = texdef;
+ f->texdef.flags &= ~SURF_KEEP;
+ f->texdef.contents &= ~CONTENTS_KEEP;
+ if ( b->patchBrush )
+ {
+ f->texdef.flags |= SURF_PATCH;
+ }
+ f->next = b->brush_faces;
+ b->brush_faces = f;
+
+ VectorCopy (pts[2][0], f->planepts[0]);
+ VectorCopy (pts[1][0], f->planepts[1]);
+ VectorCopy (pts[0][0], f->planepts[2]);
+
+ Brush_Build(b);
+}
+
+void WINAPI Patch_Rebuild(patchMesh_t *p)
+{
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ p->bDirty = true;
+}
+
+/*
+==================
+AddBrushForPatch
+==================
+ adds a patch brush and ties it to this patch id
+*/
+brush_t* AddBrushForPatch(patchMesh_t *pm, bool bLinkToWorld )
+{
+ // find the farthest points in x,y,z
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(pm, vMin, vMax);
+
+ for (int j = 0; j < 3; j++)
+ {
+ if (vMin[j] == vMax[j])
+ {
+ vMin[j] -= 4;
+ vMax[j] += 4;
+ }
+ }
+
+ brush_t *b = Brush_Create(vMin, vMax, &g_qeglobals.d_texturewin.texdef);
+ face_t *f;
+ for (f=b->brush_faces ; f ; f=f->next)
+ {
+ f->texdef.flags |= SURF_PATCH;
+ }
+
+ // FIXME: this entire type of linkage needs to be fixed
+ b->pPatch = pm;
+ pm->pSymbiot = b;
+ pm->bSelected = false;
+ pm->bOverlay = false;
+ pm->bDirty = true;
+ pm->nListID = -1;
+
+ if (bLinkToWorld)
+ {
+ Brush_AddToList (b, &active_brushes);
+ Entity_LinkBrush (world_entity, b);
+ Brush_Build(b);
+ }
+
+ return b;
+}
+
+void Patch_SetPointIntensities(int n)
+{
+#if 0
+ patchMesh_t *p = patchMeshes[n];
+ for (int i = 0; i < p->width; i++)
+ {
+ for (int j = 0; j < p->height; j++)
+ {
+
+ }
+ }
+#endif
+}
+
+// very approximate widths and heights
+
+/*
+==================
+Patch_Width
+==================
+*/
+float Patch_Width(patchMesh_t *p)
+{
+ float f = 0;
+ for (int i = 0; i < p->width-1; i++)
+ {
+ vec3_t vTemp;
+ VectorSubtract(p->ctrl[i][0].xyz, p->ctrl[i+1][0].xyz, vTemp);
+ f += VectorLength(vTemp);
+ }
+ return f;
+}
+
+float Patch_WidthDistanceTo(patchMesh_t *p, int j)
+{
+ float f = 0;
+ for (int i = 0; i < j; i++)
+ {
+ vec3_t vTemp;
+ VectorSubtract(p->ctrl[i][0].xyz, p->ctrl[i+1][0].xyz, vTemp);
+ f += VectorLength(vTemp);
+ }
+ return f;
+}
+
+
+
+/*
+==================
+Patch_Height
+==================
+*/
+float Patch_Height(patchMesh_t *p)
+{
+ float f = 0;
+ for (int i = 0; i < p->height-1; i++)
+ {
+ vec3_t vTemp;
+ VectorSubtract(p->ctrl[0][i].xyz, p->ctrl[0][i+1].xyz, vTemp);
+ f += VectorLength(vTemp);
+ }
+ return f;
+}
+
+float Patch_HeightDistanceTo(patchMesh_t *p, int j)
+{
+ float f = 0;
+ for (int i = 0; i < j; i++)
+ {
+ vec3_t vTemp;
+ VectorSubtract(p->ctrl[0][i].xyz, p->ctrl[0][i+1].xyz, vTemp);
+ f += VectorLength(vTemp);
+ }
+ return f;
+}
+
+
+
+/*
+==================
+Patch_Naturalize
+==================
+texture = TotalTexture * LengthToThisControlPoint / TotalControlPointLength
+
+dist( this control point to first control point ) / dist ( last control pt to first)
+*/
+void Patch_Naturalize(patchMesh_t *p)
+{
+ int nWidth = (g_PrefsDlg.m_bHiColorTextures == TRUE) ? p->d_texture->width * 0.5 : p->d_texture->width;
+ int nHeight = (g_PrefsDlg.m_bHiColorTextures == TRUE) ? p->d_texture->height * 0.5 : p->d_texture->height;
+ float fPWidth = Patch_Width(p);
+ float fPHeight = Patch_Height(p);
+ float xAccum = 0;
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ float yAccum = 0;
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ p->ctrl[i][j].st[0] = (fPWidth / nWidth) * xAccum / fPWidth;
+ p->ctrl[i][j].st[1] = (fPHeight / nHeight) * yAccum / fPHeight;
+ yAccum = Patch_HeightDistanceTo(p,j+1);
+ //p->ctrl[i][j][3] = (fPWidth / nWidth) * (float)i / (p->width - 1);
+ //p->ctrl[i][j][4] = (fPHeight/ nHeight) * (float)j / (p->height - 1);
+ }
+ xAccum = Patch_WidthDistanceTo(p,i+1);
+ }
+ p->bDirty = true;
+}
+
+/*
+ if (bIBevel)
+ {
+ VectorCopy(p->ctrl[1][0], p->ctrl[1][1]);
+ }
+
+ if (bIEndcap)
+ {
+ VectorCopy(p->ctrl[3][0], p->ctrl[4][1]);
+ VectorCopy(p->ctrl[2][0], p->ctrl[3][1]);
+ VectorCopy(p->ctrl[2][0], p->ctrl[2][1]);
+ VectorCopy(p->ctrl[2][0], p->ctrl[1][1]);
+ VectorCopy(p->ctrl[1][0], p->ctrl[0][1]);
+ VectorCopy(p->ctrl[1][0], p->ctrl[0][2]);
+ VectorCopy(p->ctrl[1][0], p->ctrl[1][2]);
+ VectorCopy(p->ctrl[2][0], p->ctrl[2][2]);
+ VectorCopy(p->ctrl[3][0], p->ctrl[3][2]);
+ VectorCopy(p->ctrl[3][0], p->ctrl[4][2]);
+ }
+*/
+
+int Index3By[][2] =
+{
+ {0,0},
+ {1,0},
+ {2,0},
+ {2,1},
+ {2,2},
+ {1,2},
+ {0,2},
+ {0,1},
+ {0,0},
+ {0,0},
+ {0,0},
+ {0,0},
+ {0,0},
+ {0,0},
+ {0,0}
+};
+
+int Index5By[][2] =
+{
+ {0,0},
+ {1,0},
+ {2,0},
+ {3,0},
+ {4,0},
+ {4,1},
+ {4,2},
+ {4,3},
+ {4,4},
+ {3,4},
+ {2,4},
+ {1,4},
+ {0,4},
+ {0,3},
+ {0,2},
+ {0,1}
+};
+
+
+
+int Interior3By[][2] =
+{
+ {1,1}
+};
+
+int Interior5By[][2] =
+{
+ {1,1},
+ {2,1},
+ {3,1},
+ {1,2},
+ {2,2},
+ {3,2},
+ {1,3},
+ {2,3},
+ {3,3}
+};
+
+int Interior3ByCount = sizeof(Interior3By) / sizeof(int[2]);
+int Interior5ByCount = sizeof(Interior5By) / sizeof(int[2]);
+
+face_t* Patch_GetAxisFace(patchMesh_t *p)
+{
+ face_t *f = NULL;
+ vec3_t vTemp;
+ brush_t *b = p->pSymbiot;
+
+ for (f = b->brush_faces ; f ; f = f->next)
+ {
+ VectorSubtract(f->face_winding->points[1], f->face_winding->points[0], vTemp);
+ int nScore = 0;
+
+ // default edge faces on caps are 8 high so
+ // as soon as we hit one that is bigger it should be on the right axis
+ for (int j = 0; j < 3; j++)
+ {
+ if (vTemp[j] > 8)
+ nScore++;
+ }
+
+ if (nScore > 0)
+ break;
+ }
+
+ if (f == NULL)
+ f = b->brush_faces;
+ return f;
+}
+
+int g_nFaceCycle = 0;
+
+face_t* nextFace(patchMesh_t *p)
+{
+ brush_t *b = p->pSymbiot;
+ face_t *f = NULL;
+ int n = 0;
+ for (f = b->brush_faces ; f && n <= g_nFaceCycle; f = f->next)
+ {
+ n++;
+ }
+ g_nFaceCycle++;
+ if (g_nFaceCycle > 5)
+ {
+ g_nFaceCycle =0;
+ f = b->brush_faces;
+ }
+
+ return f;
+}
+
+
+extern void EmitTextureCoordinates ( float *xyzst, qtexture_t *q, face_t *f);
+void Patch_CapTexture(patchMesh_t *p, bool bFaceCycle = false)
+{
+ Patch_MeshNormals(p);
+ face_t *f = (bFaceCycle) ? nextFace(p) : Patch_GetAxisFace(p);
+ vec3_t vSave;
+ VectorCopy(f->plane.normal, vSave);
+
+ float fRotate = f->texdef.rotate;
+ f->texdef.rotate = 0;
+ float fScale[2];
+ fScale[0] = f->texdef.scale[0];
+ fScale[1] = f->texdef.scale[1];
+ f->texdef.scale[0] = 0.5;
+ f->texdef.scale[1] = 0.5;
+ float fShift[2];
+ fShift[0] = f->texdef.shift[0];
+ fShift[1] = f->texdef.shift[1];
+ f->texdef.shift[0] = 0;
+ f->texdef.shift[1] = 0;
+
+ for (int i = 0; i < p->width; i++)
+ {
+ for (int j = 0; j < p->height; j++)
+ {
+ if (!bFaceCycle)
+ {
+ VectorCopy(p->ctrl[i][j].normal, f->plane.normal);
+ }
+ EmitTextureCoordinates( p->ctrl[i][j].xyz, f->d_texture, f);
+ }
+ }
+ VectorCopy(vSave, f->plane.normal);
+ f->texdef.rotate = fRotate;
+ f->texdef.scale[0] = fScale[0];
+ f->texdef.scale[1] = fScale[1];
+ f->texdef.shift[0] = fShift[0];
+ f->texdef.shift[1] = fShift[1];
+ p->bDirty = true;
+}
+
+void FillPatch(patchMesh_t *p, vec3_t v)
+{
+ for (int i = 0; i < p->width; i++)
+ {
+ for (int j = 0; j < p->height; j++)
+ {
+ VectorCopy(v, p->ctrl[i][j].xyz);
+ }
+ }
+}
+
+brush_t* Cap(patchMesh_t *pParent, bool bByColumn, bool bFirst)
+{
+ brush_t *b;
+ patchMesh_t *p;
+ vec3_t vMin, vMax;
+ int i, j;
+
+ bool bSmall = true;
+ // make a generic patch
+ if (pParent->width <= 9)
+ {
+ b = Patch_GenericMesh(3, 3, 2, false);
+ }
+ else
+ {
+ b = Patch_GenericMesh(5, 5, 2, false);
+ bSmall = false;
+ }
+
+ if (!b)
+ {
+ Sys_Printf("Unable to cap. You may need to ungroup the patch.\n");
+ return NULL;
+ }
+
+ p = b->pPatch;
+ p->type |= PATCH_CAP;
+
+ vMin[0] = vMin[1] = vMin[2] = 9999;
+ vMax[0] = vMax[1] = vMax[2] = -9999;
+
+ // we seam the column edge, FIXME: this might need to be able to seem either edge
+ //
+ int nSize = (bByColumn) ? pParent->width : pParent->height;
+ int nIndex = (bFirst) ? 0 : (bByColumn) ? pParent->height-1 : pParent->width-1;
+
+ FillPatch(p, pParent->ctrl[0][nIndex].xyz);
+
+ for (i = 0; i < nSize; i++)
+ {
+ if (bByColumn)
+ {
+ if (bSmall)
+ {
+ VectorCopy(pParent->ctrl[i][nIndex].xyz, p->ctrl[Index3By[i][0]][Index3By[i][1]].xyz);
+ }
+ else
+ {
+ VectorCopy(pParent->ctrl[i][nIndex].xyz, p->ctrl[Index5By[i][0]][Index5By[i][1]].xyz);
+ }
+ }
+ else
+ {
+ if (bSmall)
+ {
+ VectorCopy(pParent->ctrl[nIndex][i].xyz, p->ctrl[Index3By[i][0]][Index3By[i][1]].xyz);
+ }
+ else
+ {
+ VectorCopy(pParent->ctrl[nIndex][i].xyz, p->ctrl[Index5By[i][0]][Index5By[i][1]].xyz);
+ }
+ }
+
+ for (j = 0; j < 3; j++)
+ {
+ float f = (bSmall) ? p->ctrl[Index3By[i][0]][Index3By[i][1]].xyz[j] : p->ctrl[Index5By[i][0]][Index5By[i][1]].xyz[j];
+ if (f < vMin[j])
+ vMin[j] = f;
+ if (f > vMax[j])
+ vMax[j] = f;
+ }
+ }
+
+ vec3_t vTemp;
+ for (j = 0; j < 3; j++)
+ {
+ vTemp[j] = vMin[j] + abs((vMax[j] - vMin[j]) * 0.5);
+ }
+
+ int nCount = (bSmall) ? Interior3ByCount : Interior5ByCount;
+ for (j = 0; j < nCount; j++)
+ {
+ if (bSmall)
+ {
+ VectorCopy(vTemp, p->ctrl[Interior3By[j][0]][Interior3By[j][1]].xyz);
+ }
+ else
+ {
+ VectorCopy(vTemp, p->ctrl[Interior5By[j][0]][Interior5By[j][1]].xyz);
+ }
+ }
+
+ if (bFirst)
+ {
+ drawVert_t vertTemp;
+ for (i = 0; i < p->width; i++)
+ {
+ for (j = 0; j < p->height / 2; j++)
+ {
+ memcpy(&vertTemp, &p->ctrl[i][p->height - 1- j], sizeof (drawVert_t));
+ memcpy(&p->ctrl[i][p->height - 1 - j], &p->ctrl[i][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[i][j], &vertTemp, sizeof(drawVert_t));
+ }
+ }
+ }
+
+ Patch_Rebuild(p);
+ Patch_CapTexture(p);
+ return p->pSymbiot;
+}
+
+brush_t* CapSpecial(patchMesh_t *pParent, int nType, bool bFirst)
+{
+ brush_t *b;
+ patchMesh_t *p;
+ vec3_t vMin, vMax, vTemp;
+ int i, j;
+
+ if (nType == CCapDialog::IENDCAP)
+ b = Patch_GenericMesh(5, 3, 2, false);
+ else
+ b = Patch_GenericMesh(3, 3, 2, false);
+
+ if (!b)
+ {
+ Sys_Printf("Unable to cap. Make sure you ungroup before re-capping.");
+ return NULL;
+ }
+
+ p = b->pPatch;
+ p->type |= PATCH_CAP;
+
+ vMin[0] = vMin[1] = vMin[2] = 9999;
+ vMax[0] = vMax[1] = vMax[2] = -9999;
+
+ int nSize = pParent->width;
+ int nIndex = (bFirst) ? 0 : pParent->height-1;
+
+ // parent bounds are used for some things
+ Patch_CalcBounds(pParent, vMin, vMax);
+
+ for (j = 0; j < 3; j++)
+ {
+ vTemp[j] = vMin[j] + abs((vMax[j] - vMin[j]) * 0.5);
+ }
+
+ if (nType == CCapDialog::IBEVEL)
+ {
+ VectorCopy(pParent->ctrl[0][nIndex].xyz, p->ctrl[0][0].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[0][2].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[0][1].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[2][2].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[1][0].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[1][1].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[1][2].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[2][0].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[2][1].xyz);
+ }
+ else if (nType == CCapDialog::BEVEL)
+ {
+ vec3_t p1, p2, p3, p4, temp, dir;
+
+ VectorCopy(pParent->ctrl[0][nIndex].xyz, p3);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p1);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p2);
+
+ VectorSubtract(p3, p2, dir);
+ VectorNormalize(dir);
+ VectorSubtract(p1, p2, temp);
+ vec_t dist = _DotProduct(temp, dir);
+
+ VectorScale(dir, dist, temp);
+
+ VectorAdd(p2, temp, temp);
+
+ VectorSubtract(temp, p1, temp);
+ VectorScale(temp, 2, temp);
+ VectorAdd(p1, temp, p4);
+
+ VectorCopy(p4, p->ctrl[0][0].xyz);
+ VectorCopy(p4, p->ctrl[1][0].xyz);
+ VectorCopy(p4, p->ctrl[0][1].xyz);
+ VectorCopy(p4, p->ctrl[1][1].xyz);
+ VectorCopy(p4, p->ctrl[0][2].xyz);
+ VectorCopy(p4, p->ctrl[1][2].xyz);
+ VectorCopy(p3, p->ctrl[2][0].xyz);
+ VectorCopy(p1, p->ctrl[2][1].xyz);
+ VectorCopy(p2, p->ctrl[2][2].xyz);
+
+ }
+ else if (nType == CCapDialog::ENDCAP)
+ {
+ VectorAdd(pParent->ctrl[4][nIndex].xyz, pParent->ctrl[0][nIndex].xyz, vTemp);
+ VectorScale(vTemp, 0.5, vTemp);
+ VectorCopy(pParent->ctrl[0][nIndex].xyz, p->ctrl[0][0].xyz);
+ VectorCopy(vTemp, p->ctrl[1][0].xyz);
+ VectorCopy(pParent->ctrl[4][nIndex].xyz, p->ctrl[2][0].xyz);
+
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[0][2].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[1][2].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[2][2].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[1][1].xyz);
+
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[0][1].xyz);
+ VectorCopy(pParent->ctrl[3][nIndex].xyz, p->ctrl[2][1].xyz);
+ }
+ else
+ {
+ VectorCopy(pParent->ctrl[0][nIndex].xyz, p->ctrl[0][0].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[1][0].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[2][0].xyz);
+ VectorCopy(pParent->ctrl[3][nIndex].xyz, p->ctrl[3][0].xyz);
+ VectorCopy(pParent->ctrl[4][nIndex].xyz, p->ctrl[4][0].xyz);
+
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[0][1].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[1][1].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[2][1].xyz);
+ VectorCopy(pParent->ctrl[3][nIndex].xyz, p->ctrl[3][1].xyz);
+ VectorCopy(pParent->ctrl[3][nIndex].xyz, p->ctrl[4][1].xyz);
+
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[0][2].xyz);
+ VectorCopy(pParent->ctrl[1][nIndex].xyz, p->ctrl[1][2].xyz);
+ VectorCopy(pParent->ctrl[2][nIndex].xyz, p->ctrl[2][2].xyz);
+ VectorCopy(pParent->ctrl[3][nIndex].xyz, p->ctrl[3][2].xyz);
+ VectorCopy(pParent->ctrl[3][nIndex].xyz, p->ctrl[4][2].xyz);
+ }
+
+
+ bool bEndCap = (nType == CCapDialog::ENDCAP || nType == CCapDialog::IENDCAP);
+ if ((!bFirst && !bEndCap) || (bFirst && bEndCap))
+ {
+ drawVert_t vertTemp;
+ for (i = 0; i < p->width; i++)
+ {
+ for (j = 0; j < p->height / 2; j++)
+ {
+ memcpy(&vertTemp, &p->ctrl[i][p->height - 1- j], sizeof (drawVert_t));
+ memcpy(&p->ctrl[i][p->height - 1 - j], &p->ctrl[i][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[i][j], &vertTemp, sizeof(drawVert_t));
+ }
+ }
+ }
+
+ //--Patch_CalcBounds(p, vMin, vMax);
+ //--Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ Patch_Rebuild(p);
+ Patch_CapTexture(p);
+ return p->pSymbiot;
+}
+
+
+void Patch_CapCurrent(bool bInvertedBevel, bool bInvertedEndcap)
+{
+ patchMesh_t *pParent = NULL;
+ brush_t *b[4];
+ brush_t *pCap = NULL;
+ b[0] = b[1] = b[2] = b[3] = NULL;
+ int nIndex = 0;
+
+ if (!QE_SingleBrush())
+ {
+ Sys_Printf("Cannot cap multiple selection. Please select a single patch.\n");
+ return;
+ }
+
+
+ for (brush_t *pb = selected_brushes.next ; pb != NULL && pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ pParent = pb->pPatch;
+ // decide which if any ends we are going to cap
+ // if any of these compares hit, it is a closed patch and as such
+ // the generic capping will work.. if we do not find a closed edge
+ // then we need to ask which kind of cap to add
+ if (VectorCompare(pParent->ctrl[0][0].xyz, pParent->ctrl[pParent->width-1][0].xyz))
+ {
+ pCap = Cap(pParent, true, false);
+ if (pCap != NULL)
+ {
+ b[nIndex++] = pCap;
+ }
+ }
+ if (VectorCompare(pParent->ctrl[0][pParent->height-1].xyz, pParent->ctrl[pParent->width-1][pParent->height-1].xyz))
+ {
+ pCap = Cap(pParent, true, true);
+ if (pCap != NULL)
+ {
+ b[nIndex++] = pCap;
+ }
+ }
+ if (VectorCompare(pParent->ctrl[0][0].xyz, pParent->ctrl[0][pParent->height-1].xyz))
+ {
+ pCap = Cap(pParent, false, false);
+ if (pCap != NULL)
+ {
+ b[nIndex++] = pCap;
+ }
+ }
+ if (VectorCompare(pParent->ctrl[pParent->width-1][0].xyz, pParent->ctrl[pParent->width-1][pParent->height-1].xyz))
+ {
+ pCap = Cap(pParent, false, true);
+ if (pCap != NULL)
+ {
+ b[nIndex++] = pCap;
+ }
+ }
+ }
+ }
+
+ if (pParent)
+ {
+ // if we did not cap anything with the above tests
+ if (nIndex == 0)
+ {
+ CCapDialog dlg;
+ if (dlg.DoModal() == IDOK)
+ {
+ b[nIndex++] = CapSpecial(pParent, dlg.getCapType(), false);
+ b[nIndex++] = CapSpecial(pParent, dlg.getCapType(), true);
+ }
+ }
+
+ if (nIndex > 0)
+ {
+ while (nIndex > 0)
+ {
+ nIndex--;
+ if (b[nIndex])
+ {
+ Select_Brush(b[nIndex]);
+ }
+ }
+ eclass_t *pecNew = Eclass_ForName("func_group", false);
+ if (pecNew)
+ {
+ entity_t *e = Entity_Create(pecNew);
+ SetKeyValue(e, "type", "patchCapped");
+ }
+ }
+ }
+}
+
+
+//FIXME: Table drive all this crap
+//
+void GenerateEndCaps(brush_t *brushParent, bool bBevel, bool bEndcap, bool bInverted)
+{
+ brush_t *b, *b2;
+ patchMesh_t *p, *p2, *pParent;
+ vec3_t vTemp, vMin, vMax;
+ int i, j;
+
+ pParent = brushParent->pPatch;
+
+ Patch_CalcBounds(pParent, vMin, vMax);
+ // basically generate two endcaps, place them, and link the three brushes with a func_group
+
+ if (pParent->width > 9)
+ b = Patch_GenericMesh(5, 3, 2, false);
+ else
+ b = Patch_GenericMesh(3, 3, 2, false);
+ p = b->pPatch;
+
+ vMin[0] = vMin[1] = vMin[2] = 9999;
+ vMax[0] = vMax[1] = vMax[2] = -9999;
+
+ for (i = 0; i < pParent->width; i++)
+ {
+ VectorCopy(pParent->ctrl[i][0].xyz, p->ctrl[Index3By[i][0]][Index3By[i][1]].xyz);
+ for (j = 0; j < 3; j++)
+ {
+ if (pParent->ctrl[i][0].xyz[j] < vMin[j])
+ vMin[j] = pParent->ctrl[i][0].xyz[j];
+ if (pParent->ctrl[i][0].xyz[j] > vMax[j])
+ vMax[j] = pParent->ctrl[i][0].xyz[j];
+ }
+ }
+
+ for (j = 0; j < 3; j++)
+ {
+ vTemp[j] = vMin[j] + abs((vMax[j] - vMin[j]) * 0.5);
+ }
+
+ for (i = 0; i < Interior3ByCount; i++)
+ {
+ VectorCopy(vTemp, p->ctrl[Interior3By[i][0]][Interior3By[i][1]].xyz);
+ }
+
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ Select_Brush(p->pSymbiot);
+ return;
+
+ bool bCreated = false;
+
+ if (bInverted)
+ {
+ if (bBevel)
+ {
+ b = Patch_GenericMesh(3, 3, 2, false);
+ p = b->pPatch;
+ VectorCopy(p->ctrl[2][2].xyz, p->ctrl[1][2].xyz);
+ VectorCopy(p->ctrl[2][2].xyz, p->ctrl[2][1].xyz);
+ VectorCopy(p->ctrl[2][2].xyz, p->ctrl[0][1].xyz);
+ VectorCopy(p->ctrl[2][2].xyz, p->ctrl[1][0].xyz);
+ VectorCopy(p->ctrl[2][2].xyz, p->ctrl[1][1].xyz);
+ VectorCopy(p->ctrl[2][0].xyz, p->ctrl[0][0].xyz);
+
+ b2 = Patch_GenericMesh(3, 3, 2, false);
+ p2 = b2->pPatch;
+ VectorCopy(p2->ctrl[2][2].xyz, p2->ctrl[1][2].xyz);
+ VectorCopy(p2->ctrl[2][2].xyz, p2->ctrl[2][1].xyz);
+ VectorCopy(p2->ctrl[2][2].xyz, p2->ctrl[0][1].xyz);
+ VectorCopy(p2->ctrl[2][2].xyz, p2->ctrl[1][0].xyz);
+ VectorCopy(p2->ctrl[2][2].xyz, p2->ctrl[1][1].xyz);
+ VectorCopy(p2->ctrl[2][0].xyz, p2->ctrl[0][0].xyz);
+
+
+ bCreated = true;
+
+ }
+ else if (bEndcap)
+ {
+ b = Patch_GenericMesh(5, 5, 2, false);
+ p = b->pPatch;
+ VectorCopy(p->ctrl[4][4].xyz, p->ctrl[4][3].xyz);
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[1][4].xyz);
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[2][4].xyz);
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[3][4].xyz);
+
+ VectorCopy(p->ctrl[4][0].xyz, p->ctrl[4][1].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[1][0].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[2][0].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[3][0].xyz);
+
+ for (i = 1; i < 4; i++)
+ {
+ for (j = 0; j < 4; j++)
+ {
+ VectorCopy(p->ctrl[4][i].xyz, p->ctrl[j][i].xyz);
+ }
+ }
+
+
+ b2 = Patch_GenericMesh(5, 5, 2, false);
+ p2 = b2->pPatch;
+ VectorCopy(p2->ctrl[4][4].xyz, p2->ctrl[4][3].xyz);
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[1][4].xyz);
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[2][4].xyz);
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[3][4].xyz);
+
+ VectorCopy(p2->ctrl[4][0].xyz, p2->ctrl[4][1].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[1][0].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[2][0].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[3][0].xyz);
+
+ for (i = 1; i < 4; i++)
+ {
+ for (j = 0; j < 4; j++)
+ {
+ VectorCopy(p2->ctrl[4][i].xyz, p2->ctrl[j][i].xyz);
+ }
+ }
+
+
+ bCreated = true;
+ }
+ }
+ else
+ {
+ if (bBevel)
+ {
+ b = Patch_GenericMesh(3, 3, 2, false);
+ p = b->pPatch;
+ VectorCopy(p->ctrl[2][0].xyz, p->ctrl[2][1].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[1][0].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[2][0].xyz);
+
+ b2 = Patch_GenericMesh(3, 3, 2, false);
+ p2 = b2->pPatch;
+ VectorCopy(p2->ctrl[2][0].xyz, p2->ctrl[2][1].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[1][0].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[2][0].xyz);
+ bCreated = true;
+ }
+ else if (bEndcap)
+ {
+ b = Patch_GenericMesh(5, 5, 2, false);
+ p = b->pPatch;
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[1][0].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[2][0].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[3][0].xyz);
+ VectorCopy(p->ctrl[4][0].xyz, p->ctrl[4][1].xyz);
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[4][0].xyz);
+
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[1][4].xyz);
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[2][4].xyz);
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[3][4].xyz);
+ VectorCopy(p->ctrl[4][4].xyz, p->ctrl[4][3].xyz);
+ VectorCopy(p->ctrl[0][4].xyz, p->ctrl[4][4].xyz);
+
+ b2 = Patch_GenericMesh(5, 5, 2, false);
+ p2 = b2->pPatch;
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[1][0].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[2][0].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[3][0].xyz);
+ VectorCopy(p2->ctrl[4][0].xyz, p2->ctrl[4][1].xyz);
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[4][0].xyz);
+
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[1][4].xyz);
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[2][4].xyz);
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[3][4].xyz);
+ VectorCopy(p2->ctrl[4][4].xyz, p2->ctrl[4][3].xyz);
+ VectorCopy(p2->ctrl[0][4].xyz, p2->ctrl[4][4].xyz);
+ bCreated = true;
+ }
+ else
+ {
+ b = Patch_GenericMesh(3, 3, 2, false);
+ p = b->pPatch;
+
+ VectorCopy(p->ctrl[0][1].xyz, vTemp);
+ VectorCopy(p->ctrl[0][2].xyz, p->ctrl[0][1].xyz)
+ VectorCopy(p->ctrl[1][2].xyz, p->ctrl[0][2].xyz)
+ VectorCopy(p->ctrl[2][2].xyz, p->ctrl[1][2].xyz)
+ VectorCopy(p->ctrl[2][1].xyz, p->ctrl[2][2].xyz)
+ VectorCopy(p->ctrl[2][0].xyz, p->ctrl[2][1].xyz)
+ VectorCopy(p->ctrl[1][0].xyz, p->ctrl[2][0].xyz)
+ VectorCopy(p->ctrl[0][0].xyz, p->ctrl[1][0].xyz)
+ VectorCopy(vTemp, p->ctrl[0][0].xyz)
+
+ b2 = Patch_GenericMesh(3, 3, 2, false);
+ p2 = b2->pPatch;
+ VectorCopy(p2->ctrl[0][1].xyz, vTemp);
+ VectorCopy(p2->ctrl[0][2].xyz, p2->ctrl[0][1].xyz)
+ VectorCopy(p2->ctrl[1][2].xyz, p2->ctrl[0][2].xyz)
+ VectorCopy(p2->ctrl[2][2].xyz, p2->ctrl[1][2].xyz)
+ VectorCopy(p2->ctrl[2][1].xyz, p2->ctrl[2][2].xyz)
+ VectorCopy(p2->ctrl[2][0].xyz, p2->ctrl[2][1].xyz)
+ VectorCopy(p2->ctrl[1][0].xyz, p2->ctrl[2][0].xyz)
+ VectorCopy(p2->ctrl[0][0].xyz, p2->ctrl[1][0].xyz)
+ VectorCopy(vTemp, p2->ctrl[0][0].xyz)
+ bCreated = true;
+ }
+ }
+
+ if (bCreated)
+ {
+ drawVert_t vertTemp;
+ for (i = 0; i < p->width; i++)
+ {
+ for (j = 0; j < p->height; j++)
+ {
+ p->ctrl[i][j].xyz[2] = vMin[2];
+ p2->ctrl[i][j].xyz[2] = vMax[2];
+ }
+
+ for (j = 0; j < p->height / 2; j++)
+ {
+ memcpy(&vertTemp, &p->ctrl[i][p->height - 1- j], sizeof (drawVert_t));
+ memcpy(&p->ctrl[i][p->height - 1 - j], &p->ctrl[i][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[i][j], &vertTemp, sizeof(drawVert_t));
+ }
+
+ }
+ //Select_Delete();
+
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ Patch_CalcBounds(p2, vMin, vMax);
+ Brush_RebuildBrush(p2->pSymbiot, vMin, vMax);
+ Select_Brush(p->pSymbiot);
+ Select_Brush(p2->pSymbiot);
+ }
+ else
+ {
+ Select_Delete();
+ }
+ //Select_Brush(brushParent);
+
+}
+
+
+/*
+===============
+BrushToPatchMesh
+===============
+*/
+void Patch_BrushToMesh(bool bCone, bool bBevel, bool bEndcap, bool bSquare, int nHeight)
+{
+ brush_t *b;
+ patchMesh_t *p;
+ int i,j;
+
+ if (!QE_SingleBrush())
+ return;
+
+ b = selected_brushes.next;
+
+ p = MakeNewPatch();
+
+ p->d_texture = b->brush_faces->d_texture;
+
+ p->height = nHeight;
+
+ p->type = PATCH_CYLINDER;
+ if (bBevel & !bSquare)
+ {
+ p->type = PATCH_BEVEL;
+ p->width = 3;
+ int nStep = (b->maxs[2] - b->mins[2]) / (p->height-1);
+ int nStart = b->mins[2];
+ for (i = 0; i < p->height; i++)
+ {
+ p->ctrl[0][i].xyz[0] = b->mins[0];
+ p->ctrl[0][i].xyz[1] = b->mins[1];
+ p->ctrl[0][i].xyz[2] = nStart;
+
+ p->ctrl[1][i].xyz[0] = b->maxs[0];
+ p->ctrl[1][i].xyz[1] = b->mins[1];
+ p->ctrl[1][i].xyz[2] = nStart;
+
+ p->ctrl[2][i].xyz[0] = b->maxs[0];
+ p->ctrl[2][i].xyz[1] = b->maxs[1];
+ p->ctrl[2][i].xyz[2] = nStart;
+ nStart += nStep;
+ }
+ }
+ else if (bEndcap & !bSquare)
+ {
+ p->type = PATCH_ENDCAP;
+ p->width = 5;
+ int nStep = (b->maxs[2] - b->mins[2]) / (p->height-1);
+ int nStart = b->mins[2];
+ for (i = 0; i < p->height; i++)
+ {
+ p->ctrl[0][i].xyz[0] = b->mins[0];
+ p->ctrl[0][i].xyz[1] = b->mins[1];
+ p->ctrl[0][i].xyz[2] = nStart;
+
+ p->ctrl[1][i].xyz[0] = b->mins[0];
+ p->ctrl[1][i].xyz[1] = b->maxs[1];
+ p->ctrl[1][i].xyz[2] = nStart;
+
+ p->ctrl[2][i].xyz[0] = b->mins[0] + ((b->maxs[0] - b->mins[0]) * 0.5);
+ p->ctrl[2][i].xyz[1] = b->maxs[1];
+ p->ctrl[2][i].xyz[2] = nStart;
+
+ p->ctrl[3][i].xyz[0] = b->maxs[0];
+ p->ctrl[3][i].xyz[1] = b->maxs[1];
+ p->ctrl[3][i].xyz[2] = nStart;
+
+ p->ctrl[4][i].xyz[0] = b->maxs[0];
+ p->ctrl[4][i].xyz[1] = b->mins[1];
+ p->ctrl[4][i].xyz[2] = nStart;
+ nStart += nStep;
+ }
+ }
+ else
+ {
+ p->width = 9;
+ p->ctrl[1][0].xyz[0] = b->mins[0];
+ p->ctrl[1][0].xyz[1] = b->mins[1];
+
+ p->ctrl[3][0].xyz[0] = b->maxs[0];
+ p->ctrl[3][0].xyz[1] = b->mins[1];
+
+ p->ctrl[5][0].xyz[0] = b->maxs[0];
+ p->ctrl[5][0].xyz[1] = b->maxs[1];
+
+ p->ctrl[7][0].xyz[0] = b->mins[0];
+ p->ctrl[7][0].xyz[1] = b->maxs[1];
+
+ for ( i = 1 ; i < p->width - 1 ; i += 2 )
+ {
+
+ p->ctrl[i][0].xyz[2] = b->mins[2];
+
+ VectorCopy( p->ctrl[i][0].xyz, p->ctrl[i][2].xyz );
+
+ p->ctrl[i][2].xyz[2] = b->maxs[2];
+
+ p->ctrl[i][1].xyz[0] = ( p->ctrl[i][0].xyz[0] + p->ctrl[i][2].xyz[0] ) * 0.5;
+ p->ctrl[i][1].xyz[1] = ( p->ctrl[i][0].xyz[1] + p->ctrl[i][2].xyz[1] ) * 0.5;
+ p->ctrl[i][1].xyz[2] = ( p->ctrl[i][0].xyz[2] + p->ctrl[i][2].xyz[2] ) * 0.5;
+ }
+ InterpolateInteriorPoints( p );
+
+ if (bSquare)
+ {
+ if (bBevel || bEndcap)
+ {
+ if (bBevel)
+ {
+ for (i = 0; i < p->height; i++)
+ {
+ VectorCopy(p->ctrl[1][i].xyz, p->ctrl[2][i].xyz);
+ VectorCopy(p->ctrl[7][i].xyz, p->ctrl[6][i].xyz);
+ }
+ }
+ else
+ {
+ for (i = 0; i < p->height; i++)
+ {
+ VectorCopy(p->ctrl[5][i].xyz, p->ctrl[4][i].xyz);
+ VectorCopy(p->ctrl[1][i].xyz, p->ctrl[2][i].xyz);
+ VectorCopy(p->ctrl[7][i].xyz, p->ctrl[6][i].xyz);
+ VectorCopy(p->ctrl[8][i].xyz, p->ctrl[7][i].xyz);
+ }
+ }
+ }
+ else
+ {
+ for (i = 0; i < p->width-1; i ++)
+ {
+ for (j = 0; j < p->height; j++)
+ {
+ VectorCopy(p->ctrl[i+1][j].xyz, p->ctrl[i][j].xyz);
+ }
+ }
+ for (j = 0; j < p->height; j++)
+ {
+ VectorCopy(p->ctrl[0][j].xyz, p->ctrl[8][j].xyz);
+ }
+ }
+ }
+ }
+
+
+ Patch_Naturalize(p);
+
+ if (bCone)
+ {
+ p->type = PATCH_CONE;
+ float xc = (b->maxs[0] + b->mins[0]) * 0.5;
+ float yc = (b->maxs[1] + b->mins[1]) * 0.5;
+
+ for ( i = 0 ; i < p->width ; i ++)
+ {
+ p->ctrl[i][2].xyz[0] = xc;
+ p->ctrl[i][2].xyz[1] = yc;
+ }
+ }
+/*
+ if (bEndcap || bBevel)
+ {
+ if (bInverted)
+ {
+ for ( i = 0 ; i < p->height ; i ++)
+ {
+ if (bBevel)
+ {
+ VectorCopy(p->ctrl[7][i], p->ctrl[0][i]);
+ VectorCopy(p->ctrl[7][i], p->ctrl[8][i]);
+ VectorCopy(p->ctrl[3][i], p->ctrl[2][i]);
+ VectorCopy(p->ctrl[5][i], p->ctrl[1][i]);
+ VectorCopy(p->ctrl[5][i], p->ctrl[4][i]);
+ VectorCopy(p->ctrl[5][i], p->ctrl[6][i]);
+ }
+ else
+ {
+ VectorCopy(p->ctrl[4][i], p->ctrl[8][i]);
+ VectorCopy(p->ctrl[1][i], p->ctrl[0][i]);
+ VectorCopy(p->ctrl[1][i], p->ctrl[10][i]);
+ VectorCopy(p->ctrl[3][i], p->ctrl[2][i]);
+ VectorCopy(p->ctrl[5][i], p->ctrl[4][i]);
+ VectorCopy(p->ctrl[7][i], p->ctrl[6][i]);
+ VectorCopy(p->ctrl[5][i], p->ctrl[7][i]);
+ VectorCopy(p->ctrl[3][i], p->ctrl[9][i]);
+ }
+ }
+ }
+ else
+ {
+ for ( i = 0 ; i < p->height ; i ++)
+ {
+ VectorCopy(p->ctrl[1][i], p->ctrl[2][i]);
+ VectorCopy(p->ctrl[7][i], p->ctrl[6][i]);
+ if (bBevel)
+ {
+ VectorCopy(p->ctrl[5][i], p->ctrl[4][i]);
+ }
+ }
+ }
+ }
+*/
+
+ b = AddBrushForPatch(p);
+
+
+#if 1
+ Select_Delete();
+ Select_Brush(b);
+#else
+ if (!bCone)
+ {
+ Select_Delete();
+ Select_Brush(b);
+ GenerateEndCaps(b, bBevel, bEndcap, bInverted);
+ eclass_t *pecNew = Eclass_ForName("func_group", false);
+ if (pecNew)
+ {
+ Entity_Create(pecNew);
+ }
+ }
+ else
+ {
+ Select_Delete();
+ Select_Brush(b);
+ }
+#endif
+
+}
+
+/*
+==================
+Patch_GenericMesh
+==================
+*/
+brush_t* Patch_GenericMesh(int nWidth, int nHeight, int nOrientation, bool bDeleteSource, bool bOverride)
+{
+ int i,j;
+
+ if (nHeight < 3 || nHeight > 15 || nWidth < 3 || nWidth > 15)
+ {
+ Sys_Printf("Invalid patch width or height.\n");
+ return NULL;
+ }
+
+ if (! bOverride && !QE_SingleBrush())
+ {
+ Sys_Printf("Cannot generate a patch from multiple selections.\n");
+ return NULL;
+ }
+
+
+
+ patchMesh_t* p = MakeNewPatch();
+ p->d_texture = Texture_ForName(g_qeglobals.d_texturewin.texdef.name);
+
+ p->width = nWidth;
+ p->height = nHeight;
+ p->type = PATCH_GENERIC;
+
+ int nFirst = 0;
+ int nSecond = 1;
+ if (nOrientation == 0)
+ {
+ nFirst = 1;
+ nSecond = 2;
+ }
+ else if (nOrientation == 1)
+ {
+ nSecond = 2;
+ }
+
+ brush_t *b = selected_brushes.next;
+
+ int xStep = b->mins[nFirst];
+ float xAdj = abs((b->maxs[nFirst] - b->mins[nFirst]) / (nWidth - 1));
+ float yAdj = abs((b->maxs[nSecond] - b->mins[nSecond]) / (nHeight - 1));
+
+ for (i = 0; i < nWidth; i++)
+ {
+ int yStep = b->mins[nSecond];
+ for (j = 0; j < nHeight; j++)
+ {
+ p->ctrl[i][j].xyz[nFirst] = xStep;
+ p->ctrl[i][j].xyz[nSecond] = yStep;
+ p->ctrl[i][j].xyz[nOrientation] = 0;
+ yStep += yAdj;
+ }
+ xStep += xAdj;
+ }
+
+ Patch_Naturalize(p);
+
+ b = AddBrushForPatch(p);
+ if (bDeleteSource)
+ {
+ Select_Delete();
+ Select_Brush(b);
+ }
+
+ return b;
+ //g_qeglobals.d_select_mode = sel_curvepoint;
+}
+
+/*
+==================
+PointInMoveList
+==================
+*/
+int PointInMoveList(float *pf)
+{
+ for (int i = 0; i < g_qeglobals.d_num_move_points; i++)
+ {
+ if (pf == &g_qeglobals.d_move_points[i][0])
+ return i;
+ }
+ return -1;
+}
+
+/*
+==================
+PointValueInMoveList
+==================
+*/
+int PointValueInMoveList(vec3_t v)
+{
+ for (int i = 0; i < g_qeglobals.d_num_move_points; i++)
+ {
+ if (VectorCompare(v, g_qeglobals.d_move_points[i]))
+ return i;
+ }
+ return -1;
+}
+
+
+/*
+==================
+RemovePointFromMoveList
+==================
+*/
+void RemovePointFromMoveList(vec3_t v)
+{
+ int n;
+ while ( (n = PointValueInMoveList(v)) >= 0)
+ {
+ for (int i = n; i < g_qeglobals.d_num_move_points-1; i++)
+ {
+ g_qeglobals.d_move_points[i] = g_qeglobals.d_move_points[i+1];
+ }
+ g_qeglobals.d_num_move_points--;
+ }
+}
+
+/*
+==================
+ColumnSelected
+==================
+*/
+bool ColumnSelected(patchMesh_t* p, int nCol)
+{
+ for (int i = 0; i < p->height; i++)
+ {
+ if (PointInMoveList(p->ctrl[nCol][i].xyz) == -1)
+ return false;
+ }
+ return true;
+}
+
+/*
+==================
+AddPoint
+==================
+*/
+void AddPoint(patchMesh_t* p, vec3_t v, bool bWeldOrDrill = true)
+{
+ int nDim1 = (g_pParentWnd->ActiveXY()->GetViewType() == YZ) ? 1 : 0;
+ int nDim2 = (g_pParentWnd->ActiveXY()->GetViewType() == XY) ? 1 : 2;
+ g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = v;
+ if ((g_bPatchWeld || g_bPatchDrillDown) && bWeldOrDrill)
+ {
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ if (g_bPatchWeld)
+ {
+ if ( VectorCompare(v, p->ctrl[i][j].xyz)
+ && PointInMoveList(p->ctrl[i][j].xyz) == -1)
+ {
+ g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = p->ctrl[i][j].xyz;
+ continue;
+ }
+ }
+ if (g_bPatchDrillDown && g_nPatchClickedView != W_CAMERA)
+ {
+ if ( (fabs(v[nDim1] - p->ctrl[i][j].xyz[nDim1]) <= EQUAL_EPSILON)
+ &&(fabs(v[nDim2] - p->ctrl[i][j].xyz[nDim2]) <= EQUAL_EPSILON))
+ {
+ if (PointInMoveList(p->ctrl[i][j].xyz) == -1)
+ {
+ g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = p->ctrl[i][j].xyz;
+ continue;
+ }
+ }
+#if 0
+ int l = 0;
+ for ( int k = 0; k < 2; k++ )
+ {
+ if (fabs(v[k] - p->ctrl[i][j].xyz[k]) > EQUAL_EPSILON)
+ continue;
+ l++;
+ }
+ if (l >= 2 && PointInMoveList(p->ctrl[i][j].xyz) == -1)
+ {
+ g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = p->ctrl[i][j].xyz;
+ continue;
+ }
+#endif
+ }
+ }
+ }
+ }
+#if 0
+ if (g_qeglobals.d_num_move_points == 1)
+ {
+ // single point selected
+ // FIXME: the two loops can probably be reduced to one
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ int n = PointInMoveList(v);
+ if (n >= 0)
+ {
+ if (((i & 0x01) && (j & 0x01)) == 0)
+ {
+ // put any sibling fixed points
+ // into the inverse list
+ int p1, p2, p3, p4;
+ p1 = i + 2;
+ p2 = i - 2;
+ p3 = j + 2;
+ p4 = j - 2;
+ if (p1 < p->width)
+ {
+
+ }
+ if (p2 >= 0)
+ {
+ }
+ if (p3 < p->height)
+ {
+ }
+ if (p4 >= 0)
+ {
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+}
+
+/*
+==================
+SelectRow
+==================
+*/
+void SelectRow(patchMesh_t* p, int nRow, bool bMulti)
+{
+ if (!bMulti)
+ g_qeglobals.d_num_move_points = 0;
+ for (int i = 0; i < p->width; i++)
+ {
+ AddPoint(p, p->ctrl[i][nRow].xyz, false);
+ }
+ //Sys_Printf("Selected Row %d\n", nRow);
+}
+
+/*
+==================
+SelectColumn
+==================
+*/
+void SelectColumn(patchMesh_t* p, int nCol, bool bMulti)
+{
+ if (!bMulti)
+ g_qeglobals.d_num_move_points = 0;
+ for (int i = 0; i < p->height; i++)
+ {
+ AddPoint(p, p->ctrl[nCol][i].xyz, false);
+ }
+ //Sys_Printf("Selected Col %d\n", nCol);
+}
+
+
+/*
+==================
+AddPatchMovePoint
+==================
+*/
+void AddPatchMovePoint(vec3_t v, bool bMulti, bool bFull)
+{
+ if (!g_bSameView && !bMulti && !bFull)
+ {
+ g_bSameView = true;
+ return;
+ }
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t* p = pb->pPatch;
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ if (VectorCompare(v, p->ctrl[i][j].xyz))
+ {
+ if (PointInMoveList(p->ctrl[i][j].xyz) == -1)
+ {
+ if (bFull) // if we want the full row/col this is on
+ {
+ SelectColumn(p, i, bMulti);
+ }
+ else
+ {
+ if (!bMulti)
+ g_qeglobals.d_num_move_points = 0;
+ AddPoint(p, p->ctrl[i][j].xyz);
+ //Sys_Printf("Selected col:row %d:%d\n", i, j);
+ }
+ //--if (!bMulti)
+ return;
+ }
+ else
+ {
+ if (bFull)
+ {
+ if (ColumnSelected(p, i))
+ {
+ SelectRow(p, j, bMulti);
+ }
+ else
+ {
+ SelectColumn(p, i, bMulti);
+ }
+ return;
+ }
+ if (g_bSameView)
+ {
+ RemovePointFromMoveList(v);
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+/*
+==================
+Patch_UpdateSelected
+==================
+*/
+void Patch_UpdateSelected(vec3_t vMove)
+{
+ int i, j;
+ for (i=0 ; i < g_qeglobals.d_num_move_points ; i++)
+ {
+ VectorAdd (g_qeglobals.d_move_points[i], vMove, g_qeglobals.d_move_points[i]);
+ if (g_qeglobals.d_num_move_points == 1)
+ {
+ }
+ }
+
+ //--patchMesh_t* p = &patchMeshes[g_nSelectedPatch];
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t* p = pb->pPatch;
+
+
+ g_qeglobals.d_numpoints = 0;
+ for (i = 0 ; i < p->width ; i++ )
+ {
+ for ( j = 0 ; j < p->height ; j++ )
+ {
+ VectorCopy (p->ctrl[i][j].xyz, g_qeglobals.d_points[g_qeglobals.d_numpoints]);
+ if (g_qeglobals.d_numpoints < MAX_POINTS-1)
+ {
+ g_qeglobals.d_numpoints++;
+ }
+ }
+ }
+
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ }
+ }
+ //Brush_Free(p->pSymbiot);
+ //Select_Brush(AddBrushForPatch(g_nSelectedPatch));
+}
+
+
+
+/*
+===============
+SampleSinglePatch
+===============
+*/
+void SampleSinglePatch (float ctrl[3][3][5], float u, float v, float out[5]) {
+ float vCtrl[3][5];
+ int vPoint;
+ int axis;
+
+ // find the control points for the v coordinate
+ for (vPoint = 0 ; vPoint < 3 ; vPoint++)
+ {
+ for (axis = 0 ; axis < 5 ; axis++)
+ {
+ float a, b, c;
+ float qA, qB, qC;
+
+ a = ctrl[0][vPoint][axis];
+ b = ctrl[1][vPoint][axis];
+ c = ctrl[2][vPoint][axis];
+ qA = a - 2 * b + c;
+ qB = 2 * b - 2 * a;
+ qC = a;
+
+ vCtrl[vPoint][axis] = qA * u * u + qB * u + qC;
+ }
+ }
+
+ // interpolate the v value
+ for (axis = 0 ; axis < 5 ; axis++)
+ {
+ float a, b, c;
+ float qA, qB, qC;
+
+ a = vCtrl[0][axis];
+ b = vCtrl[1][axis];
+ c = vCtrl[2][axis];
+ qA = a - 2 * b + c;
+ qB = 2 * b - 2 * a;
+ qC = a;
+
+ out[axis] = qA * v * v + qB * v + qC;
+ }
+}
+
+/*
+===================
+DrawSinglePatch
+===================
+*/
+void DrawSinglePatch (float ctrl[3][3][5], bool bPoints)
+{
+ int i, j;
+ float u, v;
+ float verts[CBLOCK_SUBDIVISIONS+1][CBLOCK_SUBDIVISIONS+1][5];
+
+ for (i = 0 ; i <= CBLOCK_SUBDIVISIONS ; i++)
+ {
+ for (j = 0 ; j <= CBLOCK_SUBDIVISIONS ; j++)
+ {
+ u = (float)i / CBLOCK_SUBDIVISIONS;
+ v = (float)j / CBLOCK_SUBDIVISIONS;
+ SampleSinglePatch (ctrl, u, v, verts[i][j]);
+ }
+ }
+ // at this point we have
+
+ int nCount = -1;
+ for (i = 0 ; i < CBLOCK_SUBDIVISIONS ; i++)
+ {
+ qglBegin (GL_QUAD_STRIP);
+
+ for (j = 0 ; j <= CBLOCK_SUBDIVISIONS ; j++)
+ {
+ qglTexCoord2fv( verts[i+1][j] + 3 );
+ qglVertex3fv( verts[i+1][j] );
+/*
+ if (nCount >= 0)
+ {
+ VectorCopy(verts[i+1][j], vNormals[nCount]);
+ }
+ nCount++;
+ if (nCount == 3)
+ {
+ VectorSubtract(vNormals[0], vNormals[1], vNormals[0]);
+ VectorSubtract(vNormals[1], vNormals[2], vNormals[1]);
+ CrossProduct(vNormals[0], vNormals[1], vNormals[2]);
+ //VectorNormalize(vNormals[2]);
+ qglNormal3fv(vNormals[2]);
+ nCount = -1;
+ }
+*/
+ qglTexCoord2fv( verts[i][j] + 3 );
+ qglVertex3fv( verts[i][j] );
+/*
+ VectorCopy(verts[i][j], vNormals[nCount]);
+ nCount++;
+ if (nCount == 3)
+ {
+ VectorSubtract(vNormals[0], vNormals[1], vNormals[0]);
+ VectorSubtract(vNormals[1], vNormals[2], vNormals[1]);
+ CrossProduct(vNormals[0], vNormals[1], vNormals[2]);
+ //VectorNormalize(vNormals[2]);
+ qglNormal3fv(vNormals[2]);
+ nCount = -1;
+ }
+*/
+ }
+ qglEnd ();
+ }
+
+}
+
+/*
+=================
+DrawPatchMesh
+=================
+*/
+//FIXME: this routine needs to be reorganized.. should be about 1/4 the size and complexity
+void DrawPatchMesh( patchMesh_t *pm, bool bPoints, bool bShade = false ) {
+ int i, j, k, l;
+ float ctrl[3][3][5];
+
+ bool bOverlay = pm->bOverlay;
+ int nDrawMode = g_pParentWnd->GetCamera()->Camera().draw_mode;
+
+ //--float fColor[3];
+ //--if (bShade)
+ //--{
+ //-- face_t *f = pm->pSymbiot->brush_faces;
+ //-- _SetColor(f, fColor);
+ //--}
+ if (g_PrefsDlg.m_bDisplayLists)
+ {
+ if (pm->bDirty || pm->nListID <= 0)
+ {
+ if (pm->nListID <= 0)
+ pm->nListID = qglGenLists(1);
+ if (pm->nListID > 0)
+ {
+ qglNewList(pm->nListID, GL_COMPILE_AND_EXECUTE);
+ }
+
+
+
+ if (pm->type != PATCH_TRIANGLE)
+ {
+ //vec3_t *vMeshData = new vec3_t[pm->width * pm->height];
+
+ // wasteful
+ if (g_PrefsDlg.m_bGLLighting)
+ {
+ Patch_MeshNormals(pm);
+ for (i = 0; i < pm->width; i++)
+ {
+ for (j = 0; j < pm->height; j++)
+ {
+ //VectorCopy(pm->ctrl[i][j].xyz, vMeshData[(j * pm->width) + i]);
+ qglNormal3fv(pm->ctrl[i][j].normal);
+ }
+ }
+ }
+
+ for ( i = 0 ; i + 2 < pm->width ; i += 2 )
+ {
+ for ( j = 0 ; j + 2 < pm->height ; j += 2 )
+ {
+
+ for ( k = 0 ; k < 3 ; k++ )
+ {
+ vec3_t vAvg;
+ vAvg[0] = vAvg[1] = vAvg[2] = 0;
+ for ( l = 0 ; l < 3 ; l++ )
+ {
+ ctrl[k][l][0] = pm->ctrl[ i + k ][ j + l ].xyz[ 0 ];
+ ctrl[k][l][1] = pm->ctrl[ i + k ][ j + l ].xyz[ 1 ];
+ ctrl[k][l][2] = pm->ctrl[ i + k ][ j + l ].xyz[ 2 ];
+ ctrl[k][l][3] = pm->ctrl[ i + k ][ j + l ].xyz[ 3 ];
+ ctrl[k][l][4] = pm->ctrl[ i + k ][ j + l ].xyz[ 4 ];
+
+ if (g_PrefsDlg.m_bGLLighting)
+ {
+ qglNormal3fv(pm->ctrl[i+k][j+l].normal);
+ }
+ }
+
+ }
+
+//-- if (g_pParentWnd->GetCamera()->Camera().draw_mode == cd_texture)
+//-- {
+//-- VectorCopy(pm->ctrl[i][j].normal, plane.normal);
+//-- float shade = SetShadeForPlane(&plane);
+//-- qtexture_t *q = pm->d_texture;
+//-- vec3_t vColor;
+//--
+//-- vColor[0] = shade;// * q->color[0];
+//-- vColor[1] = shade;// * q->color[1];
+//-- vColor[2] = shade;// * q->color[2];
+//-- qglColor3fv(vColor);
+//-- }
+
+
+//-- if (g_PrefsDlg.m_bGLLighting)
+//-- {
+//-- //qglNormal3fv(pm->ctrl[i][j].normal);
+//-- }
+ DrawSinglePatch( ctrl, bPoints );
+ }
+ }
+
+ // we have an array of clean control points
+ //
+ /*
+ qglMap2f(GL_MAP2_NORMAL, 0, 1, 3, 3, 0, 1, 9, 3, (float*)&vMeshData);
+ for (i = 0; i < pm->width; i++)
+ {
+ for (j = 0; j < pm->height; j++)
+ {
+ qglEvalPoint2(i, j);
+ }
+ }
+
+ delete []vMeshData;
+ */
+ }
+ else
+ {
+ qglBegin (GL_TRIANGLES);
+ qglTexCoord2fv( pm->ctrl[0][0].st);
+ qglVertex3fv( pm->ctrl[0][0].xyz);
+ qglTexCoord2fv( pm->ctrl[2][0].st);
+ qglVertex3fv( pm->ctrl[2][0].xyz);
+ qglTexCoord2fv( pm->ctrl[2][2].st);
+ qglVertex3fv( pm->ctrl[2][2].xyz);
+ qglEnd();
+ }
+
+ if (pm->nListID > 0)
+ {
+ qglEndList();
+ pm->bDirty = false;
+ }
+ }
+ else
+ {
+ qglCallList(pm->nListID);
+ }
+ }
+ else
+ {
+ for ( i = 0 ; i + 2 < pm->width ; i += 2 )
+ {
+ for ( j = 0 ; j + 2 < pm->height ; j += 2 )
+ {
+ for ( k = 0 ; k < 3 ; k++ )
+ {
+ for ( l = 0 ; l < 3 ; l++ )
+ {
+ ctrl[k][l][0] = pm->ctrl[ i + k ][ j + l ].xyz[ 0 ];
+ ctrl[k][l][1] = pm->ctrl[ i + k ][ j + l ].xyz[ 1 ];
+ ctrl[k][l][2] = pm->ctrl[ i + k ][ j + l ].xyz[ 2 ];
+ ctrl[k][l][3] = pm->ctrl[ i + k ][ j + l ].xyz[ 3 ];
+ ctrl[k][l][4] = pm->ctrl[ i + k ][ j + l ].xyz[ 4 ];
+ }
+ }
+ //--if (bShade)
+ //--{
+ //-- _DecColor(fColor);
+ //--}
+ DrawSinglePatch( ctrl, bPoints );
+ }
+ }
+ }
+
+ vec3_t* pSelectedPoints[256];
+ int nIndex = 0;
+
+ qglPushAttrib(GL_CURRENT_BIT);
+ //--qglDisable(GL_BLEND);
+ //--qglDisable (GL_DEPTH_TEST);
+ //qglDisable (GL_TEXTURE_2D);
+
+ bool bDisabledLighting = qglIsEnabled(GL_LIGHTING);
+ if (bDisabledLighting)
+ {
+ qglDisable(GL_LIGHTING);
+ }
+
+
+ // FIXME: this bend painting code needs to be rolled up significantly as it is a cluster fuck right now
+ if (bPoints && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area || g_bPatchBendMode || g_bPatchInsertMode))
+ {
+ bOverlay = false;
+
+ // bending or inserting
+ if (g_bPatchBendMode || g_bPatchInsertMode)
+ {
+ qglPointSize(6);
+ if (g_bPatchAxisOnRow)
+ {
+ qglColor3f(1, 0, 1);
+ qglBegin(GL_POINTS);
+ for (i = 0; i < pm->width; i++)
+ {
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[i][g_nPatchAxisIndex].xyz));
+ }
+ qglEnd();
+
+ // could do all of this in one loop but it was pretty messy
+ if (g_bPatchInsertMode)
+ {
+ qglColor3f(0, 0, 1);
+ qglBegin(GL_POINTS);
+ for (i = 0; i < pm->width; i++)
+ {
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[i][g_nPatchAxisIndex].xyz));
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[i][g_nPatchAxisIndex+1].xyz));
+ }
+ qglEnd();
+ }
+ else
+ {
+ if (g_nPatchBendState == BEND_SELECT_EDGE || g_nPatchBendState == BEND_BENDIT || g_nPatchBendState == BEND_SELECT_ORIGIN)
+ {
+ qglColor3f(0, 0, 1);
+ qglBegin(GL_POINTS);
+ if (g_nPatchBendState == BEND_SELECT_ORIGIN)
+ {
+ qglVertex3fv(g_vBendOrigin);
+ }
+ else
+ {
+ for (i = 0; i < pm->width; i++)
+ {
+ if (g_bPatchLowerEdge)
+ {
+ for (j = 0; j < g_nPatchAxisIndex; j++)
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[i][j].xyz));
+ }
+ else
+ {
+ for (j = pm->height-1; j > g_nPatchAxisIndex; j--)
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[i][j].xyz));
+ }
+ }
+ }
+ qglEnd();
+ }
+ }
+ }
+ else
+ {
+ qglColor3f(1, 0, 1);
+ qglBegin(GL_POINTS);
+ for (i = 0; i < pm->height; i++)
+ {
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[g_nPatchAxisIndex][i].xyz));
+ }
+ qglEnd();
+
+ // could do all of this in one loop but it was pretty messy
+ if (g_bPatchInsertMode)
+ {
+ qglColor3f(0, 0, 1);
+ qglBegin(GL_POINTS);
+ for (i = 0; i < pm->height; i++)
+ {
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[g_nPatchAxisIndex][i].xyz));
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[g_nPatchAxisIndex+1][i].xyz));
+ }
+ qglEnd();
+ }
+ else
+ {
+ if (g_nPatchBendState == BEND_SELECT_EDGE || g_nPatchBendState == BEND_BENDIT || g_nPatchBendState == BEND_SELECT_ORIGIN)
+ {
+ qglColor3f(0, 0, 1);
+ qglBegin(GL_POINTS);
+ for (i = 0; i < pm->height; i++)
+ {
+ if (g_nPatchBendState == BEND_SELECT_ORIGIN)
+ {
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[g_nBendOriginIndex][i].xyz));
+ }
+ else
+ {
+ if (g_bPatchLowerEdge)
+ {
+ for (j = 0; j < g_nPatchAxisIndex; j++)
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[j][i].xyz));
+ }
+ else
+ {
+ for (j = pm->width-1; j > g_nPatchAxisIndex; j--)
+ qglVertex3fv(reinterpret_cast<float(*)>(&pm->ctrl[j][i].xyz));
+ }
+ }
+ }
+ qglEnd();
+ }
+ }
+ }
+ }
+ else // just painting the grid for selection
+ {
+ qglPointSize(6);
+ for ( i = 0 ; i < pm->width ; i++ )
+ {
+ for ( j = 0 ; j < pm->height ; j++ )
+ {
+ qglBegin(GL_POINTS);
+ // FIXME: need to not do loop lookups inside here
+ int n = PointValueInMoveList(pm->ctrl[i][j].xyz);
+ if (n >= 0)
+ {
+ pSelectedPoints[nIndex++] = reinterpret_cast<float(*)[3]>(&pm->ctrl[i][j].xyz);
+ }
+
+ if (i & 0x01 || j & 0x01)
+ qglColor3f(1, 0, 1);
+ else
+ qglColor3f(0, 1, 0);
+ qglVertex3fv(pm->ctrl[i][j].xyz);
+ qglEnd();
+ }
+ }
+ }
+ if (nIndex > 0)
+ {
+ qglBegin(GL_POINTS);
+ qglColor3f(0, 0, 1);
+ while (nIndex-- > 0)
+ {
+ qglVertex3fv(*pSelectedPoints[nIndex]);
+ }
+ qglEnd();
+ }
+ }
+
+ if (bOverlay)
+ {
+ qglPointSize(6);
+ qglColor3f(0.5, 0.5, 0.5);
+ for ( i = 0 ; i < pm->width ; i++ )
+ {
+ qglBegin(GL_POINTS);
+ for ( j = 0 ; j < pm->height ; j++ )
+ {
+ if (i & 0x01 || j & 0x01)
+ qglColor3f(0.5, 0, 0.5);
+ else
+ qglColor3f(0, 0.5, 0);
+ qglVertex3fv(pm->ctrl[i][j].xyz);
+ }
+ qglEnd();
+ }
+ }
+ //--qglEnable (GL_TEXTURE_2D);
+ //--qglEnable (GL_DEPTH_TEST);
+
+ if (bDisabledLighting)
+ {
+ qglEnable(GL_LIGHTING);
+ }
+
+ qglPopAttrib();
+
+}
+
+/*
+==================
+Patch_DrawXY
+==================
+*/
+void Patch_DrawXY(patchMesh_t *pm)
+{
+ qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+ if (pm->bSelected)
+ {
+ qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES]);
+ //qglDisable (GL_LINE_STIPPLE);
+ //qglLineWidth (1);
+ }
+ else
+ qglColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_BRUSHES]);
+
+ DrawPatchMesh( pm , pm->bSelected );
+ qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+ if (pm->bSelected)
+ {
+ //qglLineWidth (2);
+ //qglEnable (GL_LINE_STIPPLE);
+ }
+}
+
+/*
+==================
+Patch_DrawCam
+==================
+*/
+void Patch_DrawCam(patchMesh_t *pm)
+{
+ qglColor3f (1,1,1);
+ qglPushAttrib(GL_ALL_ATTRIB_BITS);
+
+ if (g_bPatchWireFrame)
+ {
+ qglDisable( GL_CULL_FACE );
+ qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+ qglDisable(GL_TEXTURE_2D);
+ if (g_PrefsDlg.m_bGLLighting)
+ {
+ qglDisable(GL_LIGHTING);
+ }
+ DrawPatchMesh( pm , pm->bSelected, true );
+ if (g_PrefsDlg.m_bGLLighting)
+ {
+ qglEnable(GL_LIGHTING);
+ }
+ qglEnable( GL_CULL_FACE );
+ }
+ else
+ {
+ if (g_PrefsDlg.m_bGLLighting)
+ {
+ //qglEnable(GL_NORMALIZE);
+ }
+ qglEnable( GL_CULL_FACE );
+ qglCullFace(GL_FRONT);
+ qglBindTexture (GL_TEXTURE_2D, pm->d_texture->texture_number);
+
+ if (pm->d_texture->bFromShader && pm->d_texture->fTrans < 1.0)
+ {
+ //qglEnable ( GL_BLEND );
+ //qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ qglColor4f(pm->d_texture->color[0], pm->d_texture->color[1], pm->d_texture->color[2], pm->d_texture->fTrans);
+ }
+ DrawPatchMesh( pm , pm->bSelected, true );
+
+ qglCullFace(GL_BACK);
+ //qglDisable(GL_TEXTURE_2D);
+ qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
+
+ qglDisable ( GL_BLEND );
+ DrawPatchMesh( pm , pm->bSelected, true );
+ }
+
+#if 0 // this paints normal indicators on the ctrl points
+ //--qglDisable (GL_DEPTH_TEST);
+ qglDisable (GL_TEXTURE_2D);
+ qglColor3f (1,1,1);
+
+ for (int i = 0; i < pm->width; i++)
+ {
+ for (int j = 0; j < pm->height; j++)
+ {
+ vec3_t temp;
+ qglBegin (GL_LINES);
+ qglVertex3fv (pm->ctrl[i][j].xyz);
+ VectorMA (pm->ctrl[i][j].xyz, 8, pm->ctrl[i][j].normal, temp);
+ qglVertex3fv (temp);
+ qglEnd ();
+ }
+ }
+ qglEnable (GL_TEXTURE_2D);
+ //--qglEnable (GL_DEPTH_TEST);
+#endif
+
+
+ qglPopAttrib();
+}
+
+
+
+
+void ConvexHullForSection( float section[2][4][7] ) {
+}
+
+void BrushesForSection( float section[2][4][7] ) {
+}
+
+//
+//================
+//Patch_BuildPoints
+//================
+void Patch_BuildPoints (brush_t *b)
+{
+ face_t *f;
+ b->patchBrush = false;
+ for (f=b->brush_faces ; f ; f=f->next)
+ {
+ if (f->texdef.flags & SURF_PATCH)
+ {
+ b->patchBrush = true;
+ //vec3_t vMin, vMax;
+ //Patch_CalcBounds(&patchMeshes[b->nPatchID], vMin, vMax);
+ //VectorCopy(vMin, b->mins);
+ //VectorCopy(vMax, b->maxs);
+ break;
+ }
+ }
+}
+
+
+
+//
+//===============
+//Patch_WriteFile
+//===============
+//
+#if 0
+void Patch_WriteFile (char *name)
+{
+ char patchName[1024];
+ time_t ltime;
+ strcpy(patchName, name);
+ StripExtension (patchName);
+ strcat (patchName, ".patch");
+
+ FILE *file = fopen(patchName, "w");
+ if (file)
+ {
+ time(&ltime);
+ fprintf (file, "// %s saved on %s\n", name, ctime(&ltime) );
+
+ for (int i = 0; i < numPatchMeshes; i++)
+ {
+ fprintf(file, "{\n");
+ fprintf(file, " %s\n", patchMeshes[i].d_texture->name);
+ fprintf(file, " ( %i %i %i ) \n", patchMeshes[i].width, patchMeshes[i].height, patchMeshes[i].negative);
+ for (int w = 0; w < patchMeshes[i].width; w++)
+ {
+ for (int h = 0; h < patchMeshes[i].height; h++)
+ {
+ fprintf(file, " ( ");
+ for (int k = 0; k < 5; k++)
+ {
+ float f = patchMeshes[i].ctrl[w][h][k];
+ if (f == int(f))
+ fprintf(file, "%i ", (int)f);
+ else
+ fprintf(file, "%f ", f);
+ }
+ fprintf(file, ")\n");
+ }
+ }
+ fprintf(file, "}\n");
+ }
+ fclose(file);
+ }
+}
+#endif
+
+/*
+==================
+Patch_Move
+==================
+*/
+void Patch_Move(patchMesh_t *pm, const vec3_t vMove, bool bRebuild)
+{
+ pm->bDirty = true;
+ for (int w = 0; w < pm->width; w++)
+ {
+ for (int h = 0; h < pm->height; h++)
+ {
+ VectorAdd(pm->ctrl[w][h].xyz, vMove, pm->ctrl[w][h].xyz);
+ }
+ }
+ if (bRebuild)
+ {
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(pm, vMin, vMax);
+ //Brush_RebuildBrush(patchMeshes[n].pSymbiot, vMin, vMax);
+ }
+ UpdatePatchInspector();
+
+}
+
+/*
+==================
+Patch_ApplyMatrix
+==================
+*/
+void Patch_ApplyMatrix(patchMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[3], bool bSnap)
+{
+ vec3_t vTemp;
+
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ if ( (g_qeglobals.d_select_mode == sel_curvepoint || g_bPatchBendMode)
+ && PointInMoveList(p->ctrl[w][h].xyz) == -1)
+ continue;
+ VectorSubtract (p->ctrl[w][h].xyz, vOrigin, vTemp);
+ for (int j = 0; j < 3; j++)
+ {
+ p->ctrl[w][h].xyz[j] = DotProduct(vTemp, vMatrix[j]) + vOrigin[j];
+ if (bSnap)
+ {
+ p->ctrl[w][h].xyz[j] = floor(p->ctrl[w][h].xyz[j] + 0.5);
+ }
+ }
+ }
+ }
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+}
+
+/*
+==================
+Patch_EditPatch
+==================
+*/
+void Patch_EditPatch()
+{
+ //--patchMesh_t* p = &patchMeshes[n];
+ g_qeglobals.d_numpoints = 0;
+ g_qeglobals.d_num_move_points = 0;
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t* p = pb->pPatch;
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ VectorCopy (p->ctrl[i][j].xyz, g_qeglobals.d_points[g_qeglobals.d_numpoints]);
+ if (g_qeglobals.d_numpoints < MAX_POINTS-1)
+ {
+ g_qeglobals.d_numpoints++;
+ }
+ }
+ }
+ }
+ }
+ g_qeglobals.d_select_mode = sel_curvepoint;
+ //--g_nSelectedPatch = n;
+}
+
+
+
+/*
+==================
+Patch_Deselect
+==================
+*/
+//FIXME: need all sorts of asserts throughout a lot of this crap
+void Patch_Deselect()
+{
+ //--g_nSelectedPatch = -1;
+ clearSelection();
+
+ for (brush_t *b = selected_brushes.next ; b != &selected_brushes ; b=b->next)
+ {
+ if (b->patchBrush)
+ {
+ b->pPatch->bSelected = false;
+ }
+ }
+
+ //for (int i = 0; i < numPatchMeshes; i++)
+ // patchMeshes[i].bSelected = false;
+
+ if (g_bPatchBendMode)
+ Patch_BendToggle();
+ if (g_bPatchInsertMode)
+ Patch_InsDelToggle();
+}
+
+
+/*
+==================
+Patch_Select
+==================
+*/
+void Patch_Select(patchMesh_t *p)
+{
+ // maintained for point manip.. which i need to fix as this
+ // is pf error prone
+ //--g_nSelectedPatch = n;
+ p->bSelected = true;
+}
+
+
+/*
+==================
+Patch_Deselect
+==================
+*/
+void Patch_Deselect(patchMesh_t *p)
+{
+ p->bSelected = false;
+}
+
+
+/*
+==================
+Patch_Delete
+==================
+*/
+void Patch_Delete(patchMesh_t *p)
+{
+ p->pSymbiot->pPatch = NULL;
+ p->pSymbiot->patchBrush = false;
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+#ifdef _DEBUG
+ if (!p->pData)
+ Sys_Printf("WARNING: unexpected IPluginTexdef* is NULL in Patch_Delete\n");
+ else
+#endif
+ {
+ GETPLUGINTEXDEF(p)->DecRef();
+ p->pData = NULL;
+ }
+ }
+ free(p);
+ p = NULL;
+
+ // bump the array down
+ //for (int i = n; i < numPatchMeshes; i++)
+ //{
+ // patchMeshes[i].pSymbiot->nPatchID--;
+ // patchMeshes[i] = patchMeshes[i+1];
+ //}
+ //numPatchMeshes--;
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_Scale
+==================
+*/
+void Patch_Scale(patchMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuild)
+{
+
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ if (g_qeglobals.d_select_mode == sel_curvepoint && PointInMoveList(p->ctrl[w][h].xyz) == -1)
+ continue;
+ for (int i=0 ; i<3 ; i++)
+ {
+ p->ctrl[w][h].xyz[i] -= vOrigin[i];
+ p->ctrl[w][h].xyz[i] *= vAmt[i];
+ p->ctrl[w][h].xyz[i] += vOrigin[i];
+ }
+ }
+ }
+ if (bRebuild)
+ {
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ }
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_Cleanup
+==================
+*/
+void Patch_Cleanup()
+{
+ //--g_nSelectedPatch = -1;
+ //numPatchMeshes = 0;
+}
+
+
+
+/*
+==================
+Patch_SetView
+==================
+*/
+void Patch_SetView(int n)
+{
+ g_bSameView = (n == g_nPatchClickedView);
+ g_nPatchClickedView = n;
+}
+
+
+/*
+==================
+Patch_SetTexture
+==================
+*/
+// FIXME: need array validation throughout
+void Patch_SetTexture(patchMesh_t *p, texdef_t *tex_def, IPluginTexdef* pPlugTexdef)
+{
+ p->d_texture = Texture_ForName(tex_def->name);
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+#ifdef _DEBUG
+ if (!p->pData)
+ Sys_Printf("WARNING: unexpected p->pData is NULL in Patch_SetTexture\n");
+ else
+#endif
+ GETPLUGINTEXDEF(p)->DecRef();
+ if (pPlugTexdef)
+ {
+ p->pData = pPlugTexdef->Copy();
+ GETPLUGINTEXDEF(p)->Hook(p);
+ }
+ else
+ {
+ g_SurfaceTable.m_pfnPatchAlloc( p );
+ GETPLUGINTEXDEF(p)->SetDefaultTexdef();
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_DragScale
+==================
+*/
+bool Patch_DragScale(patchMesh_t *p, vec3_t vAmt, vec3_t vMove)
+{
+ vec3_t vMin, vMax, vScale, vTemp, vMid;
+ int i;
+
+ Patch_CalcBounds(p, vMin, vMax);
+
+ VectorSubtract(vMax, vMin, vTemp);
+
+ // if we are scaling in the same dimension the patch has no depth
+ for (i = 0; i < 3; i ++)
+ {
+ if (vTemp[i] == 0 && vMove[i] != 0)
+ {
+ //Patch_Move(n, vMove, true);
+ return false;
+ }
+ }
+
+ for (i=0 ; i<3 ; i++)
+ vMid[i] = (vMin[i] + ((vMax[i] - vMin[i]) / 2));
+
+ for (i = 0; i < 3; i++)
+ {
+ if (vAmt[i] != 0)
+ {
+ vScale[i] = 1.0 + vAmt[i] / vTemp[i];
+ }
+ else
+ {
+ vScale[i] = 1.0;
+ }
+ }
+
+ Patch_Scale(p, vMid, vScale, false);
+
+ VectorSubtract(vMax, vMin, vTemp);
+
+ Patch_CalcBounds(p, vMin, vMax);
+
+ VectorSubtract(vMax, vMin, vMid);
+
+ VectorSubtract(vMid, vTemp, vTemp);
+
+ VectorScale(vTemp, 0.5, vTemp);
+
+ // abs of both should always be equal
+ if (!VectorCompare(vMove, vAmt))
+ {
+ for (i = 0; i < 3; i++)
+ {
+ if (vMove[i] != vAmt[i])
+ vTemp[i] = -(vTemp[i]);
+ }
+ }
+
+ Patch_Move(p, vTemp);
+ return true;
+}
+
+
+/*
+==================
+Patch_AddRow
+==================
+*/
+void Patch_AddRow(patchMesh_t *p)
+{
+ vec3_t vMin, vMax, vTemp;
+ int i, j;
+
+
+ if (p->height+2 < MAX_PATCH_HEIGHT)
+ {
+ Patch_CalcBounds(p, vMin, vMax);
+ VectorSubtract(vMax, vMin, vTemp);
+ for (i = 0; i < 3; i++)
+ {
+ vTemp[i] /= p->height + 2;
+ }
+
+ for (j = 0; j < p->width; j++)
+ {
+ VectorCopy(p->ctrl[j][p->height].xyz, p->ctrl[j][p->height+1].xyz);
+ VectorCopy(p->ctrl[j][p->height].xyz, p->ctrl[j][p->height+2].xyz);
+ p->height += 2;
+ i = 1;
+ while (i < p->height)
+ {
+ VectorAdd(p->ctrl[j][i].xyz, vTemp, p->ctrl[j][i].xyz);
+ i++;
+ }
+ }
+
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ }
+ UpdatePatchInspector();
+}
+
+/*
+==================
+Patch_InsertColumn
+==================
+*/
+void Patch_InsertColumn(patchMesh_t *p, bool bAdd)
+{
+ int h, w, i, j;
+ vec3_t vTemp;
+
+ if (p->width + 2 >= MAX_PATCH_WIDTH)
+ return;
+
+ if (bAdd) // add column?
+ {
+ for (h = 0; h < p->height; h++)
+ {
+ j = p->width-1;
+ VectorSubtract(p->ctrl[j][h].xyz, p->ctrl[j-1][h].xyz, vTemp);
+ for (i = 0; i < 3; i++)
+ vTemp[i] /= 3;
+
+ memcpy(&p->ctrl[j+2][h],&p->ctrl[j][h], sizeof(drawVert_t));
+ memcpy(&p->ctrl[j][h],&p->ctrl[j-1][h], sizeof(drawVert_t));
+
+ VectorAdd(p->ctrl[j][h].xyz, vTemp, p->ctrl[j][h].xyz);
+ memcpy(&p->ctrl[j+1][h], &p->ctrl[j][h], sizeof(drawVert_t));
+ VectorAdd(p->ctrl[j+1][h].xyz, vTemp, p->ctrl[j+1][h].xyz);
+ }
+ }
+ else
+ {
+ for (h = 0; h < p->height; h++)
+ {
+ w = p->width-1;
+ while (w >= 0)
+ {
+ memcpy(&p->ctrl[w+2][h],&p->ctrl[w][h], sizeof(drawVert_t));
+ w--;
+ }
+ VectorSubtract(p->ctrl[1][h].xyz, p->ctrl[0][h].xyz, vTemp);
+ for (i = 0; i < 3; i++)
+ vTemp[i] /= 3;
+ VectorCopy(p->ctrl[0][h].xyz, p->ctrl[1][h].xyz);
+ VectorAdd(p->ctrl[1][h].xyz, vTemp, p->ctrl[1][h].xyz);
+ VectorCopy(p->ctrl[1][h].xyz, p->ctrl[2][h].xyz);
+ VectorAdd(p->ctrl[2][h].xyz, vTemp, p->ctrl[2][h].xyz);
+ }
+ }
+ p->width += 2;
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_InsertRow
+==================
+*/
+void Patch_InsertRow(patchMesh_t *p, bool bAdd)
+{
+ int h, w, i, j;
+ vec3_t vTemp;
+
+ if (p->height + 2 >= MAX_PATCH_HEIGHT)
+ return;
+
+ if (bAdd) // add column?
+ {
+ for (w = 0; w < p->width; w++)
+ {
+ j = p->height-1;
+ VectorSubtract(p->ctrl[w][j].xyz, p->ctrl[w][j-1].xyz, vTemp);
+ for (i = 0; i < 3; i++)
+ vTemp[i] /= 3;
+
+ memcpy(&p->ctrl[w][j+2],&p->ctrl[w][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[w][j],&p->ctrl[w][j-1], sizeof(drawVert_t));
+
+ VectorAdd(p->ctrl[w][j].xyz, vTemp, p->ctrl[w][j].xyz);
+ memcpy(&p->ctrl[w][j+1], &p->ctrl[w][j], sizeof(drawVert_t));
+ VectorAdd(p->ctrl[w][j+1].xyz, vTemp, p->ctrl[w][j+1].xyz);
+ }
+ }
+ else
+ {
+ for (w = 0; w < p->width; w++)
+ {
+ h = p->height-1;
+ while (h >= 0)
+ {
+ memcpy(&p->ctrl[w][h+2],&p->ctrl[w][h], sizeof(drawVert_t));
+ h--;
+ }
+ VectorSubtract(p->ctrl[w][1].xyz, p->ctrl[w][0].xyz, vTemp);
+ for (i = 0; i < 3; i++)
+ vTemp[i] /= 3;
+ VectorCopy(p->ctrl[w][0].xyz, p->ctrl[w][1].xyz);
+ VectorAdd(p->ctrl[w][1].xyz, vTemp, p->ctrl[w][1].xyz);
+ VectorCopy(p->ctrl[w][1].xyz, p->ctrl[w][2].xyz);
+ VectorAdd(p->ctrl[w][2].xyz, vTemp, p->ctrl[w][2].xyz);
+ }
+ }
+ p->height += 2;
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_RemoveRow
+==================
+*/
+void Patch_RemoveRow(patchMesh_t *p, bool bFirst)
+{
+
+ if (p->height <= MIN_PATCH_HEIGHT)
+ return;
+
+ p->height -= 2;
+
+ if (bFirst)
+ {
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ memcpy(&p->ctrl[w][h], &p->ctrl[w][h+2], sizeof(drawVert_t));
+ }
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_RemoveColumn
+==================
+*/
+void Patch_RemoveColumn(patchMesh_t *p, bool bFirst)
+{
+
+ if (p->width <= MIN_PATCH_WIDTH)
+ return;
+
+ p->width -= 2;
+
+ if (bFirst)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ for (int w = 0; w < p->width; w++)
+ {
+ memcpy(&p->ctrl[w][h], &p->ctrl[w+2][h], sizeof(drawVert_t));
+ }
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_AdjustColumns
+==================
+*/
+void Patch_AdjustColumns(patchMesh_t *p, int nCols)
+{
+ vec3_t vTemp, vTemp2;
+ int i, w, h;
+
+ if (nCols & 0x01 || p->width + nCols < 3 || p->width + nCols > MAX_PATCH_WIDTH)
+ return;
+
+ // add in column adjustment
+ p->width += nCols;
+
+ for (h = 0; h < p->height; h++)
+ {
+ // for each column, we need to evenly disperse p->width number
+ // of points across the old bounds
+
+ // calc total distance to interpolate
+ VectorSubtract(p->ctrl[p->width - 1 - nCols][h].xyz, p->ctrl[0][h].xyz, vTemp);
+
+ // amount per cycle
+ for (i = 0; i < 3; i ++)
+ {
+ vTemp2[i] = vTemp[i] / (p->width - 1);
+ }
+
+ // move along
+ for (w = 0; w < p->width-1; w++)
+ {
+ VectorAdd(p->ctrl[w][h].xyz, vTemp2, p->ctrl[w+1][h].xyz);
+ }
+
+ }
+ for ( w = 0 ; w < p->width ; w++ )
+ {
+ for ( h = 0 ; h < p->height ; h++ )
+ {
+ p->ctrl[w][h].st[0] = 4 * (float)w / (p->width - 1);
+ p->ctrl[w][h].st[1] = 4 * (float)h / (p->height - 1);
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+/*
+==================
+Patch_AdjustRows
+==================
+*/
+void Patch_AdjustRows(patchMesh_t *p, int nRows)
+{
+ vec3_t vTemp, vTemp2;
+ int i, w, h;
+
+ if (nRows & 0x01 || p->height + nRows < 3 || p->height + nRows > MAX_PATCH_HEIGHT)
+ return;
+
+ // add in column adjustment
+ p->height += nRows;
+
+ for (w = 0; w < p->width; w++)
+ {
+ // for each row, we need to evenly disperse p->height number
+ // of points across the old bounds
+
+ // calc total distance to interpolate
+ VectorSubtract(p->ctrl[w][p->height - 1 - nRows].xyz, p->ctrl[w][0].xyz, vTemp);
+
+ //vTemp[0] = vTemp[1] = vTemp[2] = 0;
+ //for (h = 0; h < p->height - nRows; h ++)
+ //{
+ // VectorAdd(vTemp, p->ctrl[w][h], vTemp);
+ //}
+
+ // amount per cycle
+ for (i = 0; i < 3; i ++)
+ {
+ vTemp2[i] = vTemp[i] / (p->height - 1);
+ }
+
+ // move along
+ for (h = 0; h < p->height-1; h++)
+ {
+ VectorAdd(p->ctrl[w][h].xyz, vTemp2, p->ctrl[w][h+1].xyz);
+ }
+
+ }
+ for ( w = 0 ; w < p->width ; w++ )
+ {
+ for ( h = 0 ; h < p->height ; h++ )
+ {
+ p->ctrl[w][h].st[0] = 4 * (float)w / (p->width - 1);
+ p->ctrl[w][h].st[1] = 4 * (float)h / (p->height - 1);
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+void Patch_DisperseRows()
+{
+ vec3_t vTemp, vTemp2;
+ int i, w, h;
+
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ Patch_Rebuild(p);
+ for (w = 0; w < p->width; w++)
+ {
+ // for each row, we need to evenly disperse p->height number
+ // of points across the old bounds
+
+ // calc total distance to interpolate
+ VectorSubtract(p->ctrl[w][p->height - 1].xyz, p->ctrl[w][0].xyz, vTemp);
+
+ //vTemp[0] = vTemp[1] = vTemp[2] = 0;
+ //for (h = 0; h < p->height - nRows; h ++)
+ //{
+ // VectorAdd(vTemp, p->ctrl[w][h], vTemp);
+ //}
+
+ // amount per cycle
+ for (i = 0; i < 3; i ++)
+ {
+ vTemp2[i] = vTemp[i] / (p->height - 1);
+ }
+
+ // move along
+ for (h = 0; h < p->height-1; h++)
+ {
+ VectorAdd(p->ctrl[w][h].xyz, vTemp2, p->ctrl[w][h+1].xyz);
+ }
+ Patch_Naturalize(p);
+
+ }
+ }
+ }
+ UpdatePatchInspector();
+
+}
+
+/*
+==================
+Patch_AdjustColumns
+==================
+*/
+void Patch_DisperseColumns()
+{
+ vec3_t vTemp, vTemp2;
+ int i, w, h;
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ Patch_Rebuild(p);
+
+ for (h = 0; h < p->height; h++)
+ {
+ // for each column, we need to evenly disperse p->width number
+ // of points across the old bounds
+
+ // calc total distance to interpolate
+ VectorSubtract(p->ctrl[p->width - 1][h].xyz, p->ctrl[0][h].xyz, vTemp);
+
+ // amount per cycle
+ for (i = 0; i < 3; i ++)
+ {
+ vTemp2[i] = vTemp[i] / (p->width - 1);
+ }
+
+ // move along
+ for (w = 0; w < p->width-1; w++)
+ {
+ VectorAdd(p->ctrl[w][h].xyz, vTemp2, p->ctrl[w+1][h].xyz);
+ }
+
+ }
+ Patch_Naturalize(p);
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+
+/*
+==================
+Patch_AdjustSelected
+==================
+*/
+void Patch_AdjustSelected(bool bInsert, bool bColumn, bool bFlag)
+{
+ bool bUpdate = false;
+ for (brush_t* pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ if (bInsert)
+ {
+ if (bColumn)
+ {
+ Patch_InsertColumn(pb->pPatch, bFlag);
+ }
+ else
+ {
+ Patch_InsertRow(pb->pPatch, bFlag);
+ }
+ }
+ else
+ {
+ if (bColumn)
+ {
+ Patch_RemoveColumn(pb->pPatch, bFlag);
+ }
+ else
+ {
+ Patch_RemoveRow(pb->pPatch, bFlag);
+ }
+ }
+ bUpdate = true;
+ vec3_t vMin, vMax;
+ patchMesh_t *p = pb->pPatch;
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ }
+ }
+ if (bUpdate)
+ {
+ Sys_UpdateWindows(W_ALL);
+ }
+}
+
+
+/*
+==================
+Patch_AdjustSelectedRowCols
+==================
+*/
+void Patch_AdjustSelectedRowCols(int nRows, int nCols)
+{
+ for (brush_t* pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ Patch_InsertColumn(pb->pPatch, false);
+ if (nRows != 0)
+ {
+ Patch_AdjustRows(pb->pPatch, nRows);
+ }
+
+ if (nCols != 0)
+ {
+ Patch_AdjustColumns(pb->pPatch, nCols);
+ }
+ }
+ }
+ UpdatePatchInspector();
+}
+
+
+
+void Parse1DMatrix(int x, float* p)
+{
+ GetToken(true); // (
+ for (int i = 0; i < x; i++)
+ {
+ GetToken(false);
+ p[i] = atof(token);
+ }
+ GetToken(true); // )
+}
+
+void Parse2DMatrix(int y, int x, float* p)
+{
+ GetToken(true); // (
+ for (int i = 0; i < y; i++)
+ {
+ Parse1DMatrix(x, p + i*x);
+ }
+ GetToken(true); // )
+}
+
+void Parse3DMatrix(int z, int y, int x, float* p)
+{
+ GetToken(true); // (
+ for (int i = 0; i < z; i++)
+ {
+ Parse2DMatrix(y, x, p + i*(x*MAX_PATCH_HEIGHT));
+ }
+ GetToken(true); // )
+}
+
+// parses a patch
+brush_t* Patch_Parse(bool bOld)
+{
+ //--if (bOld)
+ //--{
+ //-- return Patch_ParseOld();
+ //--}
+
+ GetToken(true);
+
+ if (strcmp(token, "{"))
+ return NULL;
+
+ patchMesh_t *pm = MakeNewPatch();
+
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+ GETPLUGINTEXDEF(pm)->ParsePatchTexdef();
+ }
+ else
+ {
+ // texture def
+ GetToken(true);
+
+ // band-aid
+ if (strcmp(token, "("))
+ {
+ pm->d_texture = Texture_ForName(token);
+ GetToken(true);
+ }
+ else
+ {
+ pm->d_texture = notexture;
+ Sys_Printf("Warning: Patch read with no texture, using notexture... \n");
+ }
+
+ if (strcmp(token, "("))
+ return NULL;
+
+ // width, height, flags (currently only negative)
+ GetToken(false);
+ pm->width = atoi(token);
+
+ GetToken(false);
+ pm->height = atoi(token);
+
+ GetToken(false);
+ pm->contents = atoi(token);
+
+ GetToken(false);
+ pm->flags = atoi(token);
+
+ GetToken(false);
+ pm->value = atoi(token);
+
+ if (!bOld)
+ {
+ GetToken(false);
+ pm->type = atoi(token);
+ }
+
+ GetToken(false);
+ if (strcmp(token, ")"))
+ return NULL;
+
+ }
+
+
+
+ float ctrl[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT][5];
+ Parse3DMatrix(pm->width, pm->height, 5, reinterpret_cast<float*>(&ctrl));
+
+ int w, h;
+
+ for (w = 0; w < pm->width; w++)
+ {
+ for (h = 0; h < pm->height; h++)
+ {
+ pm->ctrl[w][h].xyz[0] = ctrl[w][h][0];
+ pm->ctrl[w][h].xyz[1] = ctrl[w][h][1];
+ pm->ctrl[w][h].xyz[2] = ctrl[w][h][2];
+ pm->ctrl[w][h].st[0] = ctrl[w][h][3];
+ pm->ctrl[w][h].st[1] = ctrl[w][h][4];
+ }
+ }
+
+ GetToken(true);
+
+ if (g_qeglobals.m_bBrushPrimitMode)
+ {
+ // we are in brush primit mode, but maybe it's a classic patch that needs converting, test "}"
+ if (strcmp(token, "}") && strcmp (token, "(") )
+ {
+ epair_t *ep = ParseEpair();
+ ep->next = pm->epairs;
+ pm->epairs = ep;
+ GetToken(true);
+ }
+ }
+
+ if (strcmp(token, "}"))
+ return NULL;
+
+ brush_t *b = AddBrushForPatch(pm, false);
+
+ return b;
+}
+
+
+/*
+==================
+Patch_Write
+==================
+*/
+void Patch_Write (patchMesh_t *p, CMemFile *file)
+{
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+ Sys_Printf("WARNING: Patch_Write to a CMemFile and Surface Properties plugin not done\n");
+ }
+ //--MemFile_fprintf(file, " {\n patchDef3\n {\n");
+ MemFile_fprintf(file, " {\n patchDef2\n {\n");
+
+ MemFile_fprintf(file, " %s\n",p->d_texture->name);
+ //--MemFile_fprintf(file, " ( %i %i %i %i %i %i ) \n", p->width, p->height, p->contents, p->flags, p->value, p->type);
+ MemFile_fprintf(file, " ( %i %i %i %i %i ) \n", p->width, p->height, p->contents, p->flags, p->value);
+
+
+ float ctrl[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT][5];
+
+ int w, h;
+ for (w = 0; w < p->width; w++)
+ {
+ for (h = 0; h < p->height; h++)
+ {
+ ctrl[w][h][0] = p->ctrl[w][h].xyz[0];
+ ctrl[w][h][1] = p->ctrl[w][h].xyz[1];
+ ctrl[w][h][2] = p->ctrl[w][h].xyz[2];
+ ctrl[w][h][3] = p->ctrl[w][h].st[0];
+ ctrl[w][h][4] = p->ctrl[w][h].st[1];
+ }
+ }
+
+ _Write3DMatrix(file, p->width, p->height, 5, reinterpret_cast<float*>(&ctrl));
+
+ if (g_qeglobals.m_bBrushPrimitMode)
+ {
+ if (p->epairs)
+ {
+ for (epair_t *ep = p->epairs ; ep ; ep=ep->next)
+ {
+ MemFile_fprintf (file, "\"%s\" \"%s\"\n", ep->key, ep->value);
+ }
+ }
+ }
+
+ MemFile_fprintf(file, " }\n }\n");
+}
+
+void Patch_Write (patchMesh_t *p, FILE *file)
+{
+ fprintf(file, " {\n patchDef2\n {\n");
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+#ifdef _DEBUG
+ if ( !p->pData )
+ Sys_Printf("ERROR: no IPluginTexdef in patch\n");
+#endif
+ g_File = file;
+ GETPLUGINTEXDEF(p)->WritePatchTexdef( QERApp_MapPrintf_FILE );
+ }
+ else
+ {
+ fprintf(file, " %s\n",p->d_texture->name);
+ fprintf(file, " ( %i %i %i %i %i ) \n", p->width, p->height, p->contents, p->flags, p->value);
+ }
+
+ float ctrl[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT][5];
+
+ int w, h;
+ for (w = 0; w < p->width; w++)
+ {
+ for (h = 0; h < p->height; h++)
+ {
+ ctrl[w][h][0] = p->ctrl[w][h].xyz[0];
+ ctrl[w][h][1] = p->ctrl[w][h].xyz[1];
+ ctrl[w][h][2] = p->ctrl[w][h].xyz[2];
+ ctrl[w][h][3] = p->ctrl[w][h].st[0];
+ ctrl[w][h][4] = p->ctrl[w][h].st[1];
+ }
+ }
+
+ _Write3DMatrix(file, p->width, p->height, 5, reinterpret_cast<float*>(&ctrl));
+
+ if (g_qeglobals.m_bBrushPrimitMode)
+ {
+ if (p->epairs)
+ {
+ for (epair_t *ep = p->epairs ; ep ; ep=ep->next)
+ {
+ fprintf (file, "\"%s\" \"%s\"\n", ep->key, ep->value);
+ }
+ }
+ }
+
+ fprintf(file, " }\n }\n");
+}
+
+
+/*
+==================
+Patch_RotateTexture
+==================
+*/
+void Patch_RotateTexture(patchMesh_t *p, float fAngle)
+{
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(p, vMin, vMax);
+ p->bDirty = true;
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ if (g_qeglobals.d_select_mode == sel_curvepoint && PointInMoveList(p->ctrl[w][h].xyz) == -1)
+ continue;
+
+ float x = p->ctrl[w][h].st[0];
+ float y = p->ctrl[w][h].st[1];
+ p->ctrl[w][h].st[0] = x * cos(fAngle * Q_PI / 180) - y * sin(fAngle * Q_PI / 180);
+ p->ctrl[w][h].st[1] = y * cos(fAngle * Q_PI / 180) + x * sin(fAngle * Q_PI / 180);
+ }
+ }
+}
+
+
+/*
+==================
+Patch_ScaleTexture
+==================
+*/
+void Patch_ScaleTexture(patchMesh_t *p, float fx, float fy, bool bFixup)
+{
+ // FIXME:
+ // this hack turns scales into 1.1 or 0.9
+ if (bFixup)
+ {
+ fx = (fx == 0) ? 1.0 : (fx > 0) ? 0.9 : 1.10;
+ fy = (fy == 0) ? 1.0 : (fy > 0) ? 0.9 : 1.10;
+ }
+ else
+ {
+ if (fx == 0)
+ fx = 1.0;
+ if (fy == 0)
+ fy = 1.0;
+ }
+
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ if (g_qeglobals.d_select_mode == sel_curvepoint && PointInMoveList(p->ctrl[w][h].xyz) == -1)
+ continue;
+
+ p->ctrl[w][h].st[0] *= fx;
+ p->ctrl[w][h].st[1] *= fy;
+ }
+ }
+ p->bDirty = true;
+}
+
+
+/*
+==================
+Patch_ShiftTexture
+==================
+*/
+void Patch_ShiftTexture(patchMesh_t *p, float fx, float fy)
+{
+ //if (fx)
+ // fx = (fx > 0) ? 0.1 : -0.1;
+ //if (fy)
+ // fy = (fy > 0) ? 0.1 : -0.1;
+
+ fx = (abs(fx) >= 1) ? fx / 10 : fx;
+ fy = (abs(fy) >= 1) ? fy / 10 : fy;
+
+ for (int w = 0; w < p->width; w++)
+ {
+ for (int h = 0; h < p->height; h++)
+ {
+ if (g_qeglobals.d_select_mode == sel_curvepoint && PointInMoveList(p->ctrl[w][h].xyz) == -1)
+ continue;
+
+ p->ctrl[w][h].st[0] += fx;
+ p->ctrl[w][h].st[1] += fy;
+ }
+ }
+ p->bDirty = true;
+}
+
+void patchInvert(patchMesh_t *p)
+{
+ drawVert_t vertTemp;
+ p->bDirty = true;
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for (int j = 0; j < p->height / 2; j++)
+ {
+ memcpy(&vertTemp, &p->ctrl[i][p->height - 1- j], sizeof (drawVert_t));
+ memcpy(&p->ctrl[i][p->height - 1 - j], &p->ctrl[i][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[i][j], &vertTemp, sizeof(drawVert_t));
+ }
+ }
+}
+
+/*
+==================
+Patch_ToggleInverted
+==================
+*/
+void Patch_ToggleInverted()
+{
+ bool bUpdate = false;
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ bUpdate = true;
+ patchInvert(pb->pPatch);
+ }
+ }
+
+ if (bUpdate)
+ {
+ Sys_UpdateWindows(W_ALL);
+ }
+ UpdatePatchInspector();
+}
+
+/*
+==================
+Patch_ToggleInverted
+==================
+*/
+void Patch_InvertTexture(bool bY)
+{
+ bool bUpdate = false;
+
+ float fTemp[2];
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ bUpdate = true;
+ patchMesh_t *p = pb->pPatch;
+ p->bDirty = true;
+ if (bY)
+ {
+ for ( int i = 0 ; i < p->height ; i++ )
+ {
+ for (int j = 0; j < p->width / 2; j++)
+ {
+ memcpy(fTemp, &p->ctrl[p->width - 1- j][i].st[0], sizeof (float[2]));
+ memcpy(&p->ctrl[p->width - 1- j][i].st[0], &p->ctrl[j][i].st[0], sizeof(float[2]));
+ memcpy(&p->ctrl[j][i].st[0], fTemp, sizeof(float[2]));
+ }
+ }
+ }
+ else
+ {
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for (int j = 0; j < p->height / 2; j++)
+ {
+ memcpy(fTemp, &p->ctrl[i][p->height - 1- j].st[0], sizeof (float[2]));
+ memcpy(&p->ctrl[i][p->height - 1 - j].st[0], &p->ctrl[i][j].st[0], sizeof(float[2]));
+ memcpy(&p->ctrl[i][j].st[0], fTemp, sizeof(float[2]));
+ }
+ }
+ }
+ }
+ }
+
+ if (bUpdate)
+ {
+ Sys_UpdateWindows(W_ALL);
+ }
+ UpdatePatchInspector();
+}
+
+
+
+
+/*
+==================
+Patch_Save
+==================
+ Saves patch ctrl info (originally to deal with a
+ cancel in the surface dialog
+*/
+void Patch_Save(patchMesh_t *p)
+{
+ patchSave.width = p->width;
+ patchSave.height = p->height;
+ memcpy(patchSave.ctrl, p->ctrl, sizeof(p->ctrl));
+}
+
+
+/*
+==================
+Patch_Restore
+==================
+*/
+void Patch_Restore(patchMesh_t *p)
+{
+ p->width = patchSave.width;
+ p->height = patchSave.height;
+ memcpy(p->ctrl, patchSave.ctrl, sizeof(p->ctrl));
+}
+
+void Patch_ResetTexturing(float fx, float fy)
+{
+ for (brush_t* pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ p->bDirty = true;
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ p->ctrl[i][j].st[0] = fx * (float)i / (p->width - 1);
+ p->ctrl[i][j].st[1] = fy * (float)j / (p->height - 1);
+ }
+ }
+ }
+ }
+}
+
+
+void Patch_FitTexturing()
+{
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ p->bDirty = true;
+ for ( int i = 0 ; i < p->width ; i++ )
+ {
+ for ( int j = 0 ; j < p->height ; j++ )
+ {
+ p->ctrl[i][j].st[0] = 1 * (float)i / (p->width - 1);
+ p->ctrl[i][j].st[1] = 1 * (float)j / (p->height - 1);
+ }
+ }
+ }
+ }
+}
+
+
+void Patch_SetTextureInfo(texdef_t *pt)
+{
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ if (pt->rotate)
+ Patch_RotateTexture(pb->pPatch, pt->rotate);
+
+ if (pt->shift[0] || pt->shift[1])
+ Patch_ShiftTexture(pb->pPatch, pt->shift[0], pt->shift[1]);
+
+ if (pt->scale[0] || pt->scale[1])
+ Patch_ScaleTexture(pb->pPatch, pt->scale[0], pt->scale[1], false);
+
+ patchMesh_t *p = pb->pPatch;
+ p->contents = pt->contents;
+ p->flags = pt->flags;
+ p->value = pt->value;
+ }
+ }
+}
+
+bool WINAPI OnlyPatchesSelected()
+{
+ if (g_ptrSelectedFaces.GetSize() > 0 || selected_brushes.next == &selected_brushes)
+ return false;
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (!pb->patchBrush)
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+bool WINAPI AnyPatchesSelected()
+{
+ if (g_ptrSelectedFaces.GetSize() > 0 || selected_brushes.next == &selected_brushes)
+ return false;
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+patchMesh_t* SinglePatchSelected()
+{
+ if (selected_brushes.next->patchBrush)
+ {
+ return selected_brushes.next->pPatch;
+ }
+ return NULL;
+}
+
+void Patch_BendToggle()
+{
+ if (g_bPatchBendMode)
+ {
+ g_bPatchBendMode = false;
+ HideInfoDialog();
+ g_pParentWnd->UpdatePatchToolbarButtons() ;
+ return;
+ }
+
+ brush_t* b = selected_brushes.next;
+
+ if (!QE_SingleBrush() || !b->patchBrush)
+ {
+ Sys_Printf("Must bend a single patch");
+ return;
+ }
+
+ Patch_Save(b->pPatch);
+ g_bPatchBendMode = true;
+ g_nPatchBendState = BEND_SELECT_ROTATION;
+ g_bPatchAxisOnRow = true;
+ g_nPatchAxisIndex = 1;
+ ShowInfoDialog(g_pBendStateMsg[BEND_SELECT_ROTATION]);
+}
+
+void Patch_BendHandleTAB()
+{
+ if (!g_bPatchBendMode)
+ {
+ return;
+ }
+
+ brush_t* b = selected_brushes.next;
+ if (!QE_SingleBrush() || !b->patchBrush)
+ {
+ Patch_BendToggle();
+ Sys_Printf("No patch to bend!");
+ return;
+ }
+
+ patchMesh_t *p = b->pPatch;
+
+ bool bShift = (GetKeyState(VK_SHIFT) & 0x8000);
+
+ if (g_nPatchBendState == BEND_SELECT_ROTATION)
+ {
+ // only able to deal with odd numbered rows/cols
+ g_nPatchAxisIndex += (bShift) ? -2 : 2;
+ if (g_bPatchAxisOnRow)
+ {
+ if ((bShift) ? g_nPatchAxisIndex <= 0 : g_nPatchAxisIndex >= p->height)
+ {
+ g_bPatchAxisOnRow = false;
+ g_nPatchAxisIndex = (bShift) ? p->width-1 : 1;
+ }
+ }
+ else
+ {
+ if ((bShift) ? g_nPatchAxisIndex <= 0 : g_nPatchAxisIndex >= p->width)
+ {
+ g_bPatchAxisOnRow = true;
+ g_nPatchAxisIndex = (bShift) ? p->height-1 : 1;
+ }
+ }
+ }
+ else
+ if (g_nPatchBendState == BEND_SELECT_ORIGIN)
+ {
+ g_nBendOriginIndex += (bShift) ? -1 : 1;
+ if (g_bPatchAxisOnRow)
+ {
+ if (bShift)
+ {
+ if (g_nBendOriginIndex < 0)
+ g_nBendOriginIndex = p->width-1;
+ }
+ else
+ {
+ if (g_nBendOriginIndex > p->width-1)
+ g_nBendOriginIndex = 0;
+ }
+ VectorCopy(p->ctrl[g_nBendOriginIndex][g_nPatchAxisIndex].xyz, g_vBendOrigin);
+ }
+ else
+ {
+ if (bShift)
+ {
+ if (g_nBendOriginIndex < 0)
+ g_nBendOriginIndex = p->height-1;
+ }
+ else
+ {
+ if (g_nBendOriginIndex > p->height-1)
+ g_nBendOriginIndex = 0;
+ }
+ VectorCopy(p->ctrl[g_nPatchAxisIndex][g_nBendOriginIndex].xyz, g_vBendOrigin);
+ }
+ }
+ else
+ if (g_nPatchBendState == BEND_SELECT_EDGE)
+ {
+ g_bPatchLowerEdge ^= 1;
+ }
+ Sys_UpdateWindows(W_ALL);
+}
+
+void Patch_BendHandleENTER()
+{
+ if (!g_bPatchBendMode)
+ {
+ return;
+ }
+
+ if (g_nPatchBendState < BEND_BENDIT)
+ {
+ g_nPatchBendState++;
+ ShowInfoDialog(g_pBendStateMsg[g_nPatchBendState]);
+ if (g_nPatchBendState == BEND_SELECT_ORIGIN)
+ {
+ g_vBendOrigin[0] = g_vBendOrigin[1] = g_vBendOrigin[2] = 0;
+ g_nBendOriginIndex = 0;
+ Patch_BendHandleTAB();
+ }
+ else
+ if (g_nPatchBendState == BEND_SELECT_EDGE)
+ {
+ g_bPatchLowerEdge = true;
+ }
+ else
+ if (g_nPatchBendState == BEND_BENDIT)
+ {
+ // basically we go into rotation mode, set the axis to the center of the
+ }
+ }
+ else
+ {
+ // done
+ Patch_BendToggle();
+ }
+ Sys_UpdateWindows(W_ALL);
+
+}
+
+
+void Patch_BendHandleESC()
+{
+ if (!g_bPatchBendMode)
+ {
+ return;
+ }
+ Patch_BendToggle();
+ brush_t* b = selected_brushes.next;
+ if (QE_SingleBrush() && b->patchBrush)
+ {
+ Patch_Restore(b->pPatch);
+ }
+ Sys_UpdateWindows(W_ALL);
+}
+
+void Patch_SetBendRotateOrigin(patchMesh_t *p)
+{
+#if 1
+ int nType = g_pParentWnd->ActiveXY()->GetViewType();
+ int nDim3 = (nType == XY) ? 2 : (nType == YZ) ? 0 : 1;
+
+ g_vBendOrigin[nDim3] = 0;
+ VectorCopy(g_vBendOrigin, g_pParentWnd->ActiveXY()->RotateOrigin());
+ return;
+#else
+ int nDim1 = (g_pParentWnd->ActiveXY()->GetViewType() == YZ) ? 1 : 0;
+ int nDim2 = (g_pParentWnd->ActiveXY()->GetViewType() == XY) ? 1 : 2;
+
+ float fxLo, fyLo, fxHi, fyHi;
+ fxLo = fyLo = 9999;
+ fxHi = fyHi = -9999;
+
+ if (g_bPatchAxisOnRow)
+ {
+ for (int i = 0; i < p->width; i++)
+ {
+ if (p->ctrl[i][g_nPatchAxisIndex].xyz[nDim1] < fxLo)
+ fxLo = p->ctrl[i][g_nPatchAxisIndex].xyz[nDim1];
+
+ if (p->ctrl[i][g_nPatchAxisIndex].xyz[nDim1] > fxHi)
+ fxHi = p->ctrl[i][g_nPatchAxisIndex].xyz[nDim1];
+
+ if (p->ctrl[i][g_nPatchAxisIndex].xyz[nDim2] < fyLo)
+ fyLo = p->ctrl[i][g_nPatchAxisIndex].xyz[nDim2];
+
+ if (p->ctrl[i][g_nPatchAxisIndex].xyz[nDim2] > fyHi)
+ fyHi = p->ctrl[i][g_nPatchAxisIndex].xyz[nDim2];
+ }
+ }
+ else
+ {
+ for (int i = 0; i < p->height; i++)
+ {
+ if (p->ctrl[g_nPatchAxisIndex][i].xyz[nDim1] < fxLo)
+ fxLo = p->ctrl[g_nPatchAxisIndex][i].xyz[nDim1];
+
+ if (p->ctrl[g_nPatchAxisIndex][i].xyz[nDim1] > fxHi)
+ fxHi = p->ctrl[g_nPatchAxisIndex][i].xyz[nDim1];
+
+ if (p->ctrl[g_nPatchAxisIndex][i].xyz[nDim2] < fyLo)
+ fyLo = p->ctrl[g_nPatchAxisIndex][i].xyz[nDim2];
+
+ if (p->ctrl[g_nPatchAxisIndex][i].xyz[nDim2] > fyHi)
+ fyHi = p->ctrl[g_nPatchAxisIndex][i].xyz[nDim2];
+ }
+ }
+
+ g_pParentWnd->ActiveXY()->RotateOrigin()[0] = g_pParentWnd->ActiveXY()->RotateOrigin()[1] = g_pParentWnd->ActiveXY()->RotateOrigin()[2] = 0.0;
+ g_pParentWnd->ActiveXY()->RotateOrigin()[nDim1] = (fxLo + fxHi) * 0.5;
+ g_pParentWnd->ActiveXY()->RotateOrigin()[nDim2] = (fyLo + fyHi) * 0.5;
+#endif
+}
+
+// also sets the rotational origin
+void Patch_SelectBendAxis()
+{
+ brush_t* b = selected_brushes.next;
+ if (!QE_SingleBrush() || !b->patchBrush)
+ {
+ // should not ever happen
+ Patch_BendToggle();
+ return;
+ }
+
+ patchMesh_t *p = b->pPatch;
+ if (g_bPatchAxisOnRow)
+ {
+ SelectRow(p, g_nPatchAxisIndex, false);
+ }
+ else
+ {
+ SelectColumn(p, g_nPatchAxisIndex, false);
+ }
+
+ //FIXME: this only needs to be set once...
+ Patch_SetBendRotateOrigin(p);
+
+}
+
+void Patch_SelectBendNormal()
+{
+ brush_t* b = selected_brushes.next;
+ if (!QE_SingleBrush() || !b->patchBrush)
+ {
+ // should not ever happen
+ Patch_BendToggle();
+ return;
+ }
+
+ patchMesh_t *p = b->pPatch;
+
+ g_qeglobals.d_num_move_points = 0;
+ if (g_bPatchAxisOnRow)
+ {
+ if (g_bPatchLowerEdge)
+ {
+ for (int j = 0; j < g_nPatchAxisIndex; j++)
+ SelectRow(p, j, true);
+ }
+ else
+ {
+ for (int j = p->height-1; j > g_nPatchAxisIndex; j--)
+ SelectRow(p, j, true);
+ }
+ }
+ else
+ {
+ if (g_bPatchLowerEdge)
+ {
+ for (int j = 0; j < g_nPatchAxisIndex; j++)
+ SelectColumn(p, j, true);
+ }
+ else
+ {
+ for (int j = p->width-1; j > g_nPatchAxisIndex; j--)
+ SelectColumn(p, j, true);
+ }
+ }
+ Patch_SetBendRotateOrigin(p);
+}
+
+
+
+void Patch_InsDelToggle()
+{
+ if (g_bPatchInsertMode)
+ {
+ g_bPatchInsertMode = false;
+ HideInfoDialog();
+ g_pParentWnd->UpdatePatchToolbarButtons() ;
+ return;
+ }
+
+ brush_t* b = selected_brushes.next;
+
+ if (!QE_SingleBrush() || !b->patchBrush)
+ {
+ Sys_Printf("Must work with a single patch");
+ return;
+ }
+
+ Patch_Save(b->pPatch);
+ g_bPatchInsertMode = true;
+ g_nPatchInsertState = INSERT_SELECT_EDGE;
+ g_bPatchAxisOnRow = true;
+ g_nPatchAxisIndex = 0;
+ ShowInfoDialog(g_pInsertStateMsg[INSERT_SELECT_EDGE]);
+
+}
+
+void Patch_InsDelESC()
+{
+ if (!g_bPatchInsertMode)
+ {
+ return;
+ }
+ Patch_InsDelToggle();
+ Sys_UpdateWindows(W_ALL);
+}
+
+
+void Patch_InsDelHandleENTER()
+{
+}
+
+void Patch_InsDelHandleTAB()
+{
+ if (!g_bPatchInsertMode)
+ {
+ Patch_InsDelToggle();
+ return;
+ }
+
+ brush_t* b = selected_brushes.next;
+ if (!QE_SingleBrush() || !b->patchBrush)
+ {
+ Patch_BendToggle();
+ Sys_Printf("No patch to bend!");
+ return;
+ }
+
+ patchMesh_t *p = b->pPatch;
+
+ // only able to deal with odd numbered rows/cols
+ g_nPatchAxisIndex += 2;
+ if (g_bPatchAxisOnRow)
+ {
+ if (g_nPatchAxisIndex >= p->height-1)
+ {
+ g_bPatchAxisOnRow = false;
+ g_nPatchAxisIndex = 0;
+ }
+ }
+ else
+ {
+ if (g_nPatchAxisIndex >= p->width-1)
+ {
+ g_bPatchAxisOnRow = true;
+ g_nPatchAxisIndex = 0;
+ }
+ }
+ Sys_UpdateWindows(W_ALL);
+}
+
+
+void _Write1DMatrix (FILE *f, int x, float *m) {
+ int i;
+
+ fprintf (f, "( ");
+ for (i = 0 ; i < x ; i++) {
+ if (m[i] == (int)m[i] ) {
+ fprintf (f, "%i ", (int)m[i]);
+ } else {
+ fprintf (f, "%f ", m[i]);
+ }
+ }
+ fprintf (f, ")");
+}
+
+void _Write2DMatrix (FILE *f, int y, int x, float *m) {
+ int i;
+
+ fprintf (f, "( ");
+ for (i = 0 ; i < y ; i++) {
+ _Write1DMatrix (f, x, m + i*x);
+ fprintf (f, " ");
+ }
+ fprintf (f, ")\n");
+}
+
+
+void _Write3DMatrix (FILE *f, int z, int y, int x, float *m) {
+ int i;
+
+ fprintf (f, "(\n");
+ for (i = 0 ; i < z ; i++) {
+ _Write2DMatrix (f, y, x, m + i*(x*MAX_PATCH_HEIGHT) );
+ }
+ fprintf (f, ")\n");
+}
+
+void _Write1DMatrix (CMemFile *f, int x, float *m) {
+ int i;
+
+ MemFile_fprintf (f, "( ");
+ for (i = 0 ; i < x ; i++) {
+ if (m[i] == (int)m[i] ) {
+ MemFile_fprintf (f, "%i ", (int)m[i]);
+ } else {
+ MemFile_fprintf (f, "%f ", m[i]);
+ }
+ }
+ MemFile_fprintf (f, ")");
+}
+
+void _Write2DMatrix (CMemFile *f, int y, int x, float *m) {
+ int i;
+
+ MemFile_fprintf (f, "( ");
+ for (i = 0 ; i < y ; i++) {
+ _Write1DMatrix (f, x, m + i*x);
+ MemFile_fprintf (f, " ");
+ }
+ MemFile_fprintf (f, ")\n");
+}
+
+
+void _Write3DMatrix (CMemFile *f, int z, int y, int x, float *m) {
+ int i;
+
+ MemFile_fprintf (f, "(\n");
+ for (i = 0 ; i < z ; i++) {
+ _Write2DMatrix (f, y, x, m + i*(x*MAX_PATCH_HEIGHT) );
+ }
+ MemFile_fprintf (f, ")\n");
+}
+
+
+void Patch_NaturalizeSelected(bool bCap, bool bCycleCap)
+{
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ if (bCap)
+ Patch_CapTexture(pb->pPatch, bCycleCap);
+ else
+ Patch_Naturalize(pb->pPatch);
+ }
+ }
+}
+
+bool within(vec3_t vTest, vec3_t vTL, vec3_t vBR)
+{
+ int nDim1 = (g_pParentWnd->ActiveXY()->GetViewType() == YZ) ? 1 : 0;
+ int nDim2 = (g_pParentWnd->ActiveXY()->GetViewType() == XY) ? 1 : 2;
+ if ((vTest[nDim1] > vTL[nDim1] && vTest[nDim1] < vBR[nDim1]) ||
+ (vTest[nDim1] < vTL[nDim1] && vTest[nDim1] > vBR[nDim1]))
+ {
+ if ((vTest[nDim2] > vTL[nDim2] && vTest[nDim2] < vBR[nDim2]) ||
+ (vTest[nDim2] < vTL[nDim2] && vTest[nDim2] > vBR[nDim2]))
+ return true;
+ }
+ return false;
+}
+
+
+void Patch_SelectAreaPoints()
+{
+ g_qeglobals.d_num_move_points = 0;
+ g_nPatchClickedView = -1;
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ for (int i = 0; i < p->width; i++)
+ {
+ for (int j = 0; j < p->height; j++)
+ {
+ if (within(p->ctrl[i][j].xyz, g_qeglobals.d_vAreaTL, g_qeglobals.d_vAreaBR))
+ {
+ g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = p->ctrl[i][j].xyz;
+ }
+ }
+ }
+ }
+ }
+}
+
+const char* Patch_GetTextureName()
+{
+ brush_t* b = selected_brushes.next;
+ if (b->patchBrush)
+ {
+ patchMesh_t *p = b->pPatch;
+ if (p->d_texture->name)
+ return p->d_texture->name;
+ }
+ return "";
+}
+
+patchMesh_t* Patch_Duplicate(patchMesh_t *pFrom)
+{
+ patchMesh_t* p = MakeNewPatch();
+ memcpy(p, pFrom , sizeof(patchMesh_t));
+ p->bSelected = false;
+ p->bDirty = true;
+ p->bOverlay = false;
+ p->nListID = -1;
+ // surface plugin
+ if (g_qeglobals.bSurfacePropertiesPlugin)
+ {
+#ifdef _DEBUG
+ if (!pFrom->pData)
+ Sys_Printf("WARNING: unexpected pFrom->pData is NULL in Patch_Duplicate\n");
+ else
+#endif
+ p->pData = GETPLUGINTEXDEF(pFrom)->Copy();
+ }
+ AddBrushForPatch(p);
+ return p;
+}
+
+
+void Patch_Thicken(int nAmount, bool bSeam)
+{
+ int i, j, h, w;
+ brush_t *b;
+ patchMesh_t *pSeam;
+ vec3_t vMin, vMax;
+ CPtrArray brushes;
+
+ nAmount = -nAmount;
+
+
+ if (!QE_SingleBrush())
+ {
+ Sys_Printf("Cannot thicken multiple patches. Please select a single patch.\n");
+ return;
+ }
+
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ Patch_MeshNormals(p);
+ patchMesh_t *pNew = Patch_Duplicate(p);
+ for (i = 0; i < p->width; i++)
+ {
+ for (j = 0; j < p->height; j++)
+ {
+ VectorMA (p->ctrl[i][j].xyz, nAmount, p->ctrl[i][j].normal, pNew->ctrl[i][j].xyz);
+ }
+ }
+
+ Patch_Rebuild(pNew);
+ pNew->type |= PATCH_THICK;
+ brushes.Add(pNew->pSymbiot);
+
+ if (bSeam)
+ {
+
+ // FIXME: this should detect if any edges of the patch are closed and act appropriately
+ //
+ if (!(p->type & PATCH_CYLINDER))
+ {
+ b = Patch_GenericMesh(3, p->height, 2, false, true);
+ pSeam = b->pPatch;
+ pSeam->type |= PATCH_SEAM;
+ for (i = 0; i < p->height; i++)
+ {
+ VectorCopy(p->ctrl[0][i].xyz, pSeam->ctrl[0][i].xyz);
+ VectorCopy(pNew->ctrl[0][i].xyz, pSeam->ctrl[2][i].xyz);
+ VectorAdd(pSeam->ctrl[0][i].xyz, pSeam->ctrl[2][i].xyz, pSeam->ctrl[1][i].xyz);
+ VectorScale(pSeam->ctrl[1][i].xyz, 0.5, pSeam->ctrl[1][i].xyz);
+ }
+
+
+ Patch_CalcBounds(pSeam, vMin, vMax);
+ Brush_RebuildBrush(pSeam->pSymbiot, vMin, vMax);
+ //--Patch_CapTexture(pSeam);
+ Patch_Naturalize(pSeam);
+ patchInvert(pSeam);
+ brushes.Add(b);
+
+ w = p->width - 1;
+ b = Patch_GenericMesh(3, p->height, 2, false, true);
+ pSeam = b->pPatch;
+ pSeam->type |= PATCH_SEAM;
+ for (i = 0; i < p->height; i++)
+ {
+ VectorCopy(p->ctrl[w][i].xyz, pSeam->ctrl[0][i].xyz);
+ VectorCopy(pNew->ctrl[w][i].xyz, pSeam->ctrl[2][i].xyz);
+ VectorAdd(pSeam->ctrl[0][i].xyz, pSeam->ctrl[2][i].xyz, pSeam->ctrl[1][i].xyz);
+ VectorScale(pSeam->ctrl[1][i].xyz, 0.5, pSeam->ctrl[1][i].xyz);
+ }
+ Patch_CalcBounds(pSeam, vMin, vMax);
+ Brush_RebuildBrush(pSeam->pSymbiot, vMin, vMax);
+ //--Patch_CapTexture(pSeam);
+ Patch_Naturalize(pSeam);
+ brushes.Add(b);
+ }
+
+ //--{
+ // otherwise we will add one per end
+ b = Patch_GenericMesh(p->width, 3, 2, false, true);
+ pSeam = b->pPatch;
+ pSeam->type |= PATCH_SEAM;
+ for (i = 0; i < p->width; i++)
+ {
+ VectorCopy(p->ctrl[i][0].xyz, pSeam->ctrl[i][0].xyz);
+ VectorCopy(pNew->ctrl[i][0].xyz, pSeam->ctrl[i][2].xyz);
+ VectorAdd(pSeam->ctrl[i][0].xyz, pSeam->ctrl[i][2].xyz, pSeam->ctrl[i][1].xyz);
+ VectorScale(pSeam->ctrl[i][1].xyz, 0.5, pSeam->ctrl[i][1].xyz);
+ }
+
+
+ Patch_CalcBounds(pSeam, vMin, vMax);
+ Brush_RebuildBrush(pSeam->pSymbiot, vMin, vMax);
+ //--Patch_CapTexture(pSeam);
+ Patch_Naturalize(pSeam);
+ patchInvert(pSeam);
+ brushes.Add(b);
+
+ h = p->height - 1;
+ b = Patch_GenericMesh(p->width, 3, 2, false, true);
+ pSeam = b->pPatch;
+ pSeam->type |= PATCH_SEAM;
+ for (i = 0; i < p->width; i++)
+ {
+ VectorCopy(p->ctrl[i][h].xyz, pSeam->ctrl[i][0].xyz);
+ VectorCopy(pNew->ctrl[i][h].xyz, pSeam->ctrl[i][2].xyz);
+ VectorAdd(pSeam->ctrl[i][0].xyz, pSeam->ctrl[i][2].xyz, pSeam->ctrl[i][1].xyz);
+ VectorScale(pSeam->ctrl[i][1].xyz, 0.5, pSeam->ctrl[i][1].xyz);
+ }
+ Patch_CalcBounds(pSeam, vMin, vMax);
+ Brush_RebuildBrush(pSeam->pSymbiot, vMin, vMax);
+ //--Patch_CapTexture(pSeam);
+ Patch_Naturalize(pSeam);
+ brushes.Add(b);
+
+ eclass_t *pecNew = Eclass_ForName("func_group", false);
+ if (pecNew)
+ {
+ entity_t *e = Entity_Create(pecNew);
+ SetKeyValue(e, "type", "patchThick");
+ }
+
+
+ //--}
+ }
+ patchInvert(pNew);
+ }
+ }
+
+ for (i = 0; i < brushes.GetSize(); i++)
+ {
+ Select_Brush(reinterpret_cast<brush_t*>(brushes.GetAt(i)));
+ }
+
+ UpdatePatchInspector();
+}
+
+
+/*
+lets get another list together as far as necessities..
+
+*snapping stuff to the grid (i will only snap movements by the mouse to the grid.. snapping the rotational bend stuff will fubar everything)
+
+capping bevels/endcaps
+
+hot keys
+
+texture fix for caps
+
+clear clipboard
+
+*region fix
+
+*surface dialog
+
+*/
+
+void Patch_SetOverlays()
+{
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ pb->pPatch->bOverlay = true;
+ }
+ }
+}
+
+
+
+void Patch_ClearOverlays()
+{
+ brush_t *pb;
+ for (pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ pb->pPatch->bOverlay = false;
+ }
+ }
+
+ for (pb = active_brushes.next ; pb != &active_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ pb->pPatch->bOverlay = false;
+ }
+ }
+
+}
+
+// freezes selected vertices
+void Patch_Freeze()
+{
+ brush_t *pb;
+ for (pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ pb->pPatch->bOverlay = false;
+ }
+ }
+
+ for (pb = active_brushes.next ; pb != &active_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ pb->pPatch->bOverlay = false;
+ }
+ }
+
+}
+
+void Patch_UnFreeze(bool bAll)
+{
+}
+
+
+
+void Patch_Transpose()
+{
+ int i, j, w;
+ drawVert_t dv;
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+
+ if ( p->width > p->height )
+ {
+ for ( i = 0 ; i < p->height ; i++ )
+ {
+ for ( j = i + 1 ; j < p->width ; j++ )
+ {
+ if ( j < p->height )
+ {
+ // swap the value
+ memcpy(&dv,&p->ctrl[j][i],sizeof(drawVert_t));
+ memcpy(&p->ctrl[j][i],&p->ctrl[i][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[i][j],&dv, sizeof(drawVert_t));
+ }
+ else
+ {
+ // just copy
+ memcpy(&p->ctrl[j][i],&p->ctrl[i][j], sizeof(drawVert_t));
+ }
+ }
+ }
+ }
+ else
+ {
+ for ( i = 0 ; i < p->width ; i++ )
+ {
+ for ( j = i + 1 ; j < p->height ; j++ )
+ {
+ if ( j < p->width )
+ {
+ // swap the value
+ memcpy(&dv,&p->ctrl[i][j], sizeof(drawVert_t));
+ memcpy(&p->ctrl[i][j],&p->ctrl[j][i], sizeof(drawVert_t));
+ memcpy(&p->ctrl[j][i],&dv, sizeof(drawVert_t));
+ }
+ else
+ {
+ // just copy
+ memcpy(&p->ctrl[i][j],&p->ctrl[j][i], sizeof(drawVert_t));
+ }
+ }
+ }
+ }
+
+ w = p->width;
+ p->width = p->height;
+ p->height = w;
+ patchInvert(p);
+ Patch_Rebuild(p);
+ }
+ }
+}
+
+
+
+void Select_SnapToGrid()
+{
+ int i,j, k;
+ for (brush_t *pb = selected_brushes.next ; pb != &selected_brushes ; pb = pb->next)
+ {
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+#if 0
+ float ctrl[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT][5];
+ memcpy(ctrl, p->ctrl, sizeof(p->ctrl));
+ i = p->width;
+ p->width = p->height;
+ p->height = i;
+ for (i = 0; i < p->width; i++)
+ {
+ int l = p->height-1;
+ for (j = 0; j < p->height; j++)
+ {
+ for (k = 0; k < 5; k++)
+ {
+ p->ctrl[i][l][k] = ctrl[j][i][k];
+ }
+ l--;
+ }
+ }
+#else
+ for (i = 0; i < p->width; i++)
+ {
+ for (j = 0; j < p->height; j++)
+ {
+ for (k = 0; k < 3; k++)
+ {
+ p->ctrl[i][j].xyz[k] = floor(p->ctrl[i][j].xyz[k] / g_qeglobals.d_gridsize + 0.5) * g_qeglobals.d_gridsize;
+ }
+ }
+ }
+#endif
+ vec3_t vMin, vMax;
+ Patch_CalcBounds(p, vMin, vMax);
+ Brush_RebuildBrush(p->pSymbiot, vMin, vMax);
+ }
+ else
+ {
+ Brush_SnapToGrid(pb);
+ }
+ }
+}
+
+
+void Patch_FindReplaceTexture(brush_t *pb, const char *pFind, const char *pReplace, bool bForce)
+{
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ if (bForce || strcmpi(p->d_texture->name, pFind) == 0)
+ {
+ p->d_texture = Texture_ForName(pReplace);
+ //strcpy(p->d_texture->name, pReplace);
+ }
+ }
+}
+
+void Patch_ReplaceQTexture(brush_t *pb, qtexture_t *pOld, qtexture_t *pNew)
+{
+ if (pb->patchBrush)
+ {
+ patchMesh_t *p = pb->pPatch;
+ if (p->d_texture == pOld)
+ {
+ p->d_texture = pNew;
+ }
+ }
+}
+
+void Patch_Clone(patchMesh_t *p, brush_t *pNewOwner)
+{
+}
+
+void Patch_FromTriangle(vec5_t vx, vec5_t vy, vec5_t vz)
+{
+ patchMesh_t* p = MakeNewPatch();
+ p->d_texture = Texture_ForName(g_qeglobals.d_texturewin.texdef.name);
+ p->width = 3;
+ p->height = 3;
+ p->type = PATCH_TRIANGLE;
+
+ // 0 0 goes to x
+ // 0 1 goes to x
+ // 0 2 goes to x
+
+ // 1 0 goes to mid of x and z
+ // 1 1 goes to mid of x y and z
+ // 1 2 goes to mid of x and y
+
+ // 2 0 goes to z
+ // 2 1 goes to mid of y and z
+ // 2 2 goes to y
+
+ vec5_t vMidXZ;
+ vec5_t vMidXY;
+ vec5_t vMidYZ;
+
+
+ for (int j = 0; j < 3; j++)
+ {
+ _Vector5Add(vx, vz, vMidXZ);
+ _Vector5Scale(vMidXZ, 0.5, vMidXZ);
+ //vMidXZ[j] = vx[j] + abs((vx[j] - vz[j]) * 0.5);
+ }
+
+ for (j = 0; j < 3; j++)
+ {
+ _Vector5Add(vx, vy, vMidXY);
+ _Vector5Scale(vMidXY, 0.5, vMidXY);
+ //vMidXY[j] = vx[j] + abs((vx[j] - vy[j]) * 0.5);
+ }
+
+ for (j = 0; j < 3; j++)
+ {
+ _Vector5Add(vy, vz, vMidYZ);
+ _Vector5Scale(vMidYZ, 0.5, vMidYZ);
+ //vMidYZ[j] = vy[j] + abs((vy[j] - vz[j]) * 0.5);
+ }
+
+ _Vector53Copy(vx, p->ctrl[0][0].xyz);
+ _Vector53Copy(vx, p->ctrl[0][1].xyz);
+ _Vector53Copy(vx, p->ctrl[0][2].xyz);
+ p->ctrl[0][0].st[0] = vx[3];
+ p->ctrl[0][0].st[1] = vx[4];
+ p->ctrl[0][1].st[0] = vx[3];
+ p->ctrl[0][1].st[1] = vx[4];
+ p->ctrl[0][2].st[0] = vx[3];
+ p->ctrl[0][2].st[1] = vx[4];
+
+ _Vector53Copy(vMidXY, p->ctrl[1][0].xyz);
+ _Vector53Copy(vx, p->ctrl[1][1].xyz);
+ _Vector53Copy(vMidXZ, p->ctrl[1][2].xyz);
+ p->ctrl[1][0].st[0] = vMidXY[3];
+ p->ctrl[1][0].st[1] = vMidXY[4];
+ p->ctrl[1][1].st[0] = vx[3];
+ p->ctrl[1][1].st[1] = vx[4];
+ p->ctrl[1][2].st[0] = vMidXZ[3];
+ p->ctrl[1][2].st[1] = vMidXZ[4];
+
+ _Vector53Copy(vy, p->ctrl[2][0].xyz);
+ _Vector53Copy(vMidYZ, p->ctrl[2][1].xyz);
+ _Vector53Copy(vz, p->ctrl[2][2].xyz);
+ p->ctrl[2][0].st[0] = vy[3];
+ p->ctrl[2][0].st[1] = vy[4];
+ p->ctrl[2][1].st[0] = vMidYZ[3];
+ p->ctrl[2][1].st[1] = vMidYZ[4];
+ p->ctrl[2][2].st[0] = vz[3];
+ p->ctrl[2][2].st[1] = vz[4];
+
+
+ //Patch_Naturalize(p);
+
+ brush_t *b = AddBrushForPatch(p);
+
+}
+
+
+/*
+==============
+Patch_SetEpair
+sets an epair for the given patch
+==============
+*/
+void Patch_SetEpair(patchMesh_t *p, const char *pKey, const char *pValue)
+{
+ if (g_qeglobals.m_bBrushPrimitMode)
+ {
+ SetKeyValue(p->epairs, pKey, pValue);
+ }
+}
+
+/*
+=================
+Patch_GetKeyValue
+=================
+*/
+const char* Patch_GetKeyValue(patchMesh_t *p, const char *pKey)
+{
+ if (g_qeglobals.m_bBrushPrimitMode)
+ {
+ return ValueForKey(p->epairs, pKey);
+ }
+ return "";
+}
+
+
+//Real nitpicky, but could you make CTRL-S save the current map with the current name? (ie: File/Save)
+/*
+Feature addition.
+When reading in textures, please check for the presence of a file called "textures.link" or something, which contains one line such as;
+
+g:\quake3\baseq3\textures\common
+
+ So that, when I'm reading in, lets say, my \eerie directory, it goes through and adds my textures to the palette, along with everything in common.
+
+ Don't forget to add "Finer texture alignment" to the list. I'd like to be able to move in 0.1 increments using the Shift-Arrow Keys.
+
+ No. Sometimes textures are drawn the wrong way on patches. We'd like the ability to flip a texture. Like the way X/Y scale -1 used to worked.
+
+ 1) Easier way of deleting rows, columns
+2) Fine tuning of textures on patches (X/Y shifts other than with the surface dialog)
+2) Patch matrix transposition
+
+ 1) Actually, bump texture flipping on patches to the top of the list of things to do.
+2) When you select a patch, and hit S, it should read in the selected patch texture. Should not work if you multiselect patches and hit S
+3) Brandon has a wierd anomoly. He fine-tunes a patch with caps. It looks fine when the patch is selected, but as soon as he escapes out, it reverts to it's pre-tuned state. When he selects the patch again, it looks tuned
+
+
+*1) Flipping textures on patches
+*2) When you select a patch, and hit S, it should read in the selected patch texture. Should not work if you multiselect patches and hit S
+3) Easier way of deleting rows columns
+*4) Thick Curves
+5) Patch matrix transposition
+6) Inverted cylinder capping
+*7) bugs
+*8) curve speed
+
+ Have a new feature request. "Compute Bounding Box" for mapobjects (md3 files). This would be used for misc_mapobject (essentially, drop in 3DS Max models into our maps)
+
+ Ok, Feature Request. Load and draw MD3's in the Camera view with proper bounding boxes. This should be off misc_model
+
+ Feature Addition: View/Hide Hint Brushes -- This should be a specific case.
+*/