コード例 #1
0
 void operator()(FaceInstance& face) const
 {
   if(shader_equal(face.getFace().getShader(), m_name))
   {
     face.setSelected(SelectionSystem::eFace, true);
   }
 }
コード例 #2
0
ファイル: brushmanip.cpp プロジェクト: ChunHungLiu/GtkRadiant
bool Face_FindReplaceShader(Face& face, const char* find, const char* replace)
{
  if(shader_equal(face.GetShader(), find))
  {
    face.SetShader(replace);
    return true;
  }
  return false;
}
コード例 #3
0
ファイル: brushmanip.cpp プロジェクト: ChunHungLiu/GtkRadiant
bool Brush_hasShader(const Brush& brush, const char* name)
{
  for(Brush::const_iterator i = brush.begin(); i != brush.end(); ++i)
  {
    if(shader_equal((*i)->GetShader(), name))
    {
      return true;
    }
  }
  return false;
}
コード例 #4
0
ファイル: brushmanip.cpp プロジェクト: ChunHungLiu/GtkRadiant
 bool filter(const Face& face) const
 {
   return shader_equal(face.GetShader(), m_shader);
 }
コード例 #5
0
ファイル: CSG.cpp プロジェクト: BielBdeLuna/DarkRadiant
// greebo: TODO: Make this a member method of the Brush class
bool Brush_merge(Brush& brush, const BrushPtrVector& in, bool onlyshape) {
	// gather potential outer faces
	typedef std::vector<const Face*> Faces;
	Faces faces;

	for (BrushPtrVector::const_iterator i(in.begin()); i != in.end(); ++i) {
		(*i)->getBrush().evaluateBRep();

		for (Brush::const_iterator j((*i)->getBrush().begin()); j != (*i)->getBrush().end(); ++j) {
			if (!(*j)->contributes()) {
				continue;
			}

			const Face& face1 = *(*j);

			bool skip = false;

			// test faces of all input brushes
			//!\todo SPEEDUP: Flag already-skip faces and only test brushes from i+1 upwards.
			for (BrushPtrVector::const_iterator k(in.begin()); !skip && k != in.end(); ++k) {
				if (k != i) { // don't test a brush against itself
					for (Brush::const_iterator l((*k)->getBrush().begin()); !skip && l != (*k)->getBrush().end(); ++l) {
						const Face& face2 = *(*l);

						// face opposes another face
						if (face1.plane3() == -face2.plane3()) {
							// skip opposing planes
							skip  = true;
							break;
						}
					}
				}
			}

			// check faces already stored
			for (Faces::const_iterator m = faces.begin(); !skip && m != faces.end(); ++m) {
				const Face& face2 = *(*m);

				// face equals another face
				if (face1.plane3() == face2.plane3()) {
					// if the texture/shader references should be the same but are not
					if (!onlyshape && !shader_equal(
                            face1.getFaceShader().getMaterialName(),
                            face2.getFaceShader().getMaterialName()
                        ))
                    {
						return false;
					}

					// skip duplicate planes
					skip = true;
					break;
				}

				// face1 plane intersects face2 winding or vice versa
				if (Winding::planesConcave(face1.getWinding(), face2.getWinding(), face1.plane3(), face2.plane3())) {
					// result would not be convex
					return false;
				}
			}

			if (!skip) {
				faces.push_back(&face1);
			}
		}
	}

	for (Faces::const_iterator i = faces.begin(); i != faces.end(); ++i) {
		if (!brush.addFace(*(*i))) {
			// result would have too many sides
			return false;
		}
	}

	brush.removeEmptyFaces();
	return true;
}