Example #1
0
	Subdivisions getSubdivisions() const
	{
		IPatchNodePtr patchNode = boost::dynamic_pointer_cast<IPatchNode>(_node.lock());
		if (patchNode == NULL) return Subdivisions();

		return patchNode->getPatch().getSubdivisions();
	}
Example #2
0
	void createDecals() {
		for (FaceInstanceList::iterator i = _faceInstances.begin(); i != _faceInstances.end(); ++i) {
			// Get the winding
			const Winding& winding = (*i)->getFace().getWinding();

			// Create a new decal patch
			scene::INodePtr patchNode = GlobalPatchCreator(DEF3).createPatch();
			
			if (patchNode == NULL) {
				gtkutil::errorDialog(_("Could not create patch."), GlobalMainFrame().getTopLevelWindow());
				return;
			}
			
			Patch* patch = Node_getPatch(patchNode);
			assert(patch != NULL); // must not fail
			
			// Set the tesselation of that 3x3 patch
			patch->setDims(3,3);
			patch->setFixedSubdivisions(true, Subdivisions(1,1));
			
			// Set the coordinates
			patch->ctrlAt(0,0).vertex = winding[0].vertex;
			patch->ctrlAt(2,0).vertex = winding[1].vertex;
			patch->ctrlAt(1,0).vertex = (patch->ctrlAt(0,0).vertex + patch->ctrlAt(2,0).vertex)/2;
			
			patch->ctrlAt(0,1).vertex = (winding[0].vertex + winding[3].vertex)/2;
			patch->ctrlAt(2,1).vertex = (winding[1].vertex + winding[2].vertex)/2;
			
			patch->ctrlAt(1,1).vertex = (patch->ctrlAt(0,1).vertex + patch->ctrlAt(2,1).vertex)/2;
			
			patch->ctrlAt(2,2).vertex = winding[2].vertex;
			patch->ctrlAt(0,2).vertex = winding[3].vertex;
			patch->ctrlAt(1,2).vertex = (patch->ctrlAt(2,2).vertex + patch->ctrlAt(0,2).vertex)/2;

			// Use the texture in the clipboard, if it's a decal texture
			Texturable& clipboard = GlobalShaderClipboard().getSource();

			if (!clipboard.empty())
			{
				if (clipboard.getShader().find("decals") != std::string::npos)
				{
					patch->setShader(clipboard.getShader());
				}
			}

			// Fit the texture on it
			patch->SetTextureRepeat(1,1);
			patch->FlipTexture(1);
			
			// Insert the patch into worldspawn
			scene::INodePtr worldSpawnNode = GlobalMap().getWorldspawn();
			assert(worldSpawnNode != NULL); // This must be non-NULL, otherwise we won't have faces
			
			worldSpawnNode->addChildNode(patchNode);

			// Deselect the face instance
			(*i)->setSelected(SelectionSystem::eFace, false);

			// Select the patch
			Node_setSelected(patchNode, true);
		}
	}