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@ -210,8 +210,8 @@ picoModel_t *LoadModel( const char *name, int frame ){
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adds a picomodel into the bsp
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*/
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void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle ){
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int i, j, s, numSurfaces;
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void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle, float clipDepth ){
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int i, j, s, k, numSurfaces;
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m4x4_t identity, nTransform;
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picoModel_t *model;
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picoShader_t *shader;
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@ -226,12 +226,18 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
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picoIndex_t *indexes;
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remap_t *rm, *glob;
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skinfile_t *sf, *sf2;
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double normalEpsilon_save;
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double distanceEpsilon_save;
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char skinfilename[ MAX_QPATH ];
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char *skinfilecontent;
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int skinfilesize;
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char *skinfileptr, *skinfilenextptr;
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int ok=0, notok=0, spf = ( spawnFlags & 8088 );
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float limDepth=0;
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if ( clipDepth < 0 ){
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limDepth = -clipDepth;
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clipDepth = 2.0;
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}
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/* get model */
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@ -418,15 +424,7 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
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if ( ( si != NULL && si->forceMeta ) || ( spawnFlags & 4 ) ) { /* 3rd bit */
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ds->type = SURFACE_FORCED_META;
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}
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/* else
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{
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//fix not requested lightmapping of models :E
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// else force vertexlit
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// ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
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// si->compileFlags |= C_VERTEXLIT;
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//ds->type == SURFACE_TRIANGLES;
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}
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*/
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/* fix the surface's normals (jal: conditioned by shader info) */
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if ( !( spawnFlags & 64 ) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) ) {
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PicoFixSurfaceNormals( surface );
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@ -524,23 +522,99 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
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ds->celShader = celShader;
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/* ydnar: giant hack land: generate clipping brushes for model triangles */
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if ( si->clipModel || ( spawnFlags & 2 ) ) { /* 2nd bit */
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vec3_t points[ 4 ], backs[ 3 ];
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vec4_t plane, reverse, pa, pb, pc;
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if ( ( si->clipModel && !( spf ) ) || //default CLIPMODEL
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( ( spawnFlags & 8090 ) == 2 ) || //default CLIPMODEL
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( spf == 8 ) || //EXTRUDE_FACE_NORMALS
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( spf == 16 ) || //EXTRUDE_TERRAIN
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( spf == 128 ) || //EXTRUDE_VERTEX_NORMALS
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( spf == 256 ) || //PYRAMIDAL_CLIP
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( spf == 512 ) || //EXTRUDE_DOWNWARDS
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( spf == 1024 ) || //EXTRUDE_UPWARDS
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( spf == 4096 ) || //default CLIPMODEL + AXIAL_BACKPLANE
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( spf == 264 ) || //EXTRUDE_FACE_NORMALS+PYRAMIDAL_CLIP (extrude 45)
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( spf == 2064 ) || //EXTRUDE_TERRAIN+MAX_EXTRUDE
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( spf == 4112 ) || //EXTRUDE_TERRAIN+AXIAL_BACKPLANE
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( spf == 384 ) || //EXTRUDE_VERTEX_NORMALS + PYRAMIDAL_CLIP - vertex normals + don't check for sides, sticking outwards
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( spf == 4352 ) || //PYRAMIDAL_CLIP+AXIAL_BACKPLANE
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( spf == 1536 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS
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( spf == 2560 ) || //EXTRUDE_DOWNWARDS+MAX_EXTRUDE
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( spf == 4608 ) || //EXTRUDE_DOWNWARDS+AXIAL_BACKPLANE
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( spf == 3584 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+MAX_EXTRUDE
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( spf == 5632 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+AXIAL_BACKPLANE
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( spf == 3072 ) || //EXTRUDE_UPWARDS+MAX_EXTRUDE
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( spf == 5120 ) ){ //EXTRUDE_UPWARDS+AXIAL_BACKPLANE
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vec3_t points[ 4 ], backs[ 3 ], cnt, bestNormal, nrm, Vnorm[3], Enorm[3];
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vec4_t plane, reverse, p[3];
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double normalEpsilon_save;
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qboolean snpd;
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vec3_t min = { 999999, 999999, 999999 }, max = { -999999, -999999, -999999 };
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vec3_t avgDirection = { 0, 0, 0 };
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int axis;
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#define nonax_clip_dbg 1
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/* temp hack */
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if ( !si->clipModel && !( si->compileFlags & C_SOLID ) ) {
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continue;
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}
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//wont snap these in normal way, or will explode
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normalEpsilon_save = normalEpsilon;
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//normalEpsilon = 0.000001;
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//MAX_EXTRUDE or EXTRUDE_TERRAIN
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if ( ( spawnFlags & 2048 ) || ( spawnFlags & 16 ) ){
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for ( i = 0; i < ds->numIndexes; i += 3 )
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{
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for ( j = 0; j < 3; j++ )
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{
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dv = &ds->verts[ ds->indexes[ i + j ] ];
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VectorCopy( dv->xyz, points[ j ] );
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}
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if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ){
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if ( spawnFlags & 16 ) VectorAdd( avgDirection, plane, avgDirection ); //calculate average mesh facing direction
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//get min/max
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for ( k = 2; k > -1; k-- ){
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if ( plane[k] > 0 ){
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for ( j = 0; j < 3; j++ ){ if ( points[j][k] < min[k] ) min[k] = points[j][k]; }
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}
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else if ( plane[k] < 0 ){
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for ( j = 0; j < 3; j++ ){ if ( points[j][k] > max[k] ) max[k] = points[j][k]; }
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}
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//if EXTRUDE_DOWNWARDS or EXTRUDE_UPWARDS
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if ( ( spawnFlags & 512 ) || ( spawnFlags & 1024 ) ){
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break;
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}
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}
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}
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}
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//unify avg direction
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if ( spawnFlags & 16 ){
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for ( j = 0; j < 3; j++ ){
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if ( fabs(avgDirection[j]) > fabs(avgDirection[(j+1)%3]) ){
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avgDirection[(j+1)%3] = 0.0;
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axis = j;
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}
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else {
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avgDirection[j] = 0.0;
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}
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}
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if ( VectorNormalize( avgDirection, avgDirection ) == 0 ){
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axis = 2;
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VectorSet( avgDirection, 0, 0, 1 );
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}
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}
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}
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/* walk triangle list */
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for ( i = 0; i < ds->numIndexes; i += 3 )
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{
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/* overflow hack */
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AUTOEXPAND_BY_REALLOC( mapplanes, ( nummapplanes + 64 ) << 1, allocatedmapplanes, 1024 );
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/* make points and back points */
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/* make points */
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for ( j = 0; j < 3; j++ )
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{
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/* get vertex */
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@ -550,59 +624,8 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
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VectorCopy( dv->xyz, points[ j ] );
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}
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VectorCopy( points[0], points[3] ); // for cyclic usage
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/* make plane for triangle */
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// div0: add some extra spawnflags:
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// 0: snap normals to axial planes for extrusion
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// 8: extrude with the original normals
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// 16: extrude only with up/down normals (ideal for terrain)
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// 24: extrude by distance zero (may need engine changes)
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if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ) {
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vec3_t bestNormal;
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float backPlaneDistance = 2;
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if ( spawnFlags & 8 ) { // use a DOWN normal
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if ( spawnFlags & 16 ) {
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// 24: normal as is, and zero width (broken)
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VectorCopy( plane, bestNormal );
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}
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else
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{
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// 8: normal as is
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VectorCopy( plane, bestNormal );
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}
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}
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else
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{
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if ( spawnFlags & 16 ) {
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// 16: UP/DOWN normal
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VectorSet( bestNormal, 0, 0, ( plane[2] >= 0 ? 1 : -1 ) );
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}
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else
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{
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// 0: axial normal
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if ( fabs( plane[0] ) > fabs( plane[1] ) ) { // x>y
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if ( fabs( plane[1] ) > fabs( plane[2] ) ) { // x>y, y>z
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VectorSet( bestNormal, ( plane[0] >= 0 ? 1 : -1 ), 0, 0 );
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}
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else // x>y, z>=y
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if ( fabs( plane[0] ) > fabs( plane[2] ) ) { // x>z, z>=y
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VectorSet( bestNormal, ( plane[0] >= 0 ? 1 : -1 ), 0, 0 );
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}
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else{ // z>=x, x>y
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VectorSet( bestNormal, 0, 0, ( plane[2] >= 0 ? 1 : -1 ) );
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}
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}
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else // y>=x
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if ( fabs( plane[1] ) > fabs( plane[2] ) ) { // y>z, y>=x
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VectorSet( bestNormal, 0, ( plane[1] >= 0 ? 1 : -1 ), 0 );
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}
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else{ // z>=y, y>=x
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VectorSet( bestNormal, 0, 0, ( plane[2] >= 0 ? 1 : -1 ) );
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}
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}
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}
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/* build a brush */
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buildBrush = AllocBrush( 48 );
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@ -611,44 +634,313 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
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buildBrush->contentShader = si;
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buildBrush->compileFlags = si->compileFlags;
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buildBrush->contentFlags = si->contentFlags;
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normalEpsilon_save = normalEpsilon;
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distanceEpsilon_save = distanceEpsilon;
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if ( si->compileFlags & C_STRUCTURAL ) { // allow forced structural brushes here
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buildBrush->detail = qfalse;
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buildBrush->detail = qtrue;
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// only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
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if ( normalEpsilon > 0 ) {
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normalEpsilon = 0;
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}
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if ( distanceEpsilon > 0 ) {
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distanceEpsilon = 0;
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}
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}
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else{
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buildBrush->detail = qtrue;
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}
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/* regenerate back points */
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for ( j = 0; j < 3; j++ )
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//snap points before using them for further calculations
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//precision suffers a lot, when two of normal values are under .00025 (often no collision, knocking up effect in ioq3)
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//also broken drawsurfs in case of normal brushes
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snpd = qfalse;
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for ( j=0; j<3; j++ )
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{
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/* get vertex */
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dv = &ds->verts[ ds->indexes[ i + j ] ];
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// shift by some units
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VectorMA( dv->xyz, -64.0f, bestNormal, backs[j] ); // 64 prevents roundoff errors a bit
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if ( fabs(plane[j]) < 0.00025 && fabs(plane[(j+1)%3]) < 0.00025 && ( plane[j] != 0.0 || plane[(j+1)%3] != 0.0 ) ){
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VectorAdd( points[ 0 ], points[ 1 ], cnt );
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VectorAdd( cnt, points[ 2 ], cnt );
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VectorScale( cnt, 0.3333333333333f, cnt );
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points[0][(j+2)%3]=points[1][(j+2)%3]=points[2][(j+2)%3]=cnt[(j+2)%3];
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snpd = qtrue;
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break;
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}
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}
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/* make back plane */
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VectorScale( plane, -1.0f, reverse );
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reverse[ 3 ] = -plane[ 3 ];
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if ( ( spawnFlags & 24 ) != 24 ) {
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reverse[3] += DotProduct( bestNormal, plane ) * backPlaneDistance;
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//snap pairs of points to prevent bad side planes
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for ( j=0; j<3; j++ )
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{
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VectorSubtract( points[j], points[(j+1)%3], nrm );
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VectorNormalize( nrm, nrm );
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for ( k=0; k<3; k++ )
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{
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if ( nrm[k] != 0.0 && fabs(nrm[k]) < 0.00025 ){
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//Sys_Printf( "b4(%6.6f %6.6f %6.6f)(%6.6f %6.6f %6.6f)\n", points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2] );
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points[j][k]=points[(j+1)%3][k] = ( points[j][k] + points[(j+1)%3][k] ) / 2.0;
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//Sys_Printf( "sn(%6.6f %6.6f %6.6f)(%6.6f %6.6f %6.6f)\n", points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2] );
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snpd = qtrue;
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}
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}
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}
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// that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane)
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if ( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
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|
|
|
|
PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
|
|
|
|
|
PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) ) {
|
|
|
|
|
if ( snpd ) {
|
|
|
|
|
PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] );
|
|
|
|
|
snpd = qfalse;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//vector-is-close-to-be-on-axis check again, happens after previous code sometimes
|
|
|
|
|
for ( j=0; j<3; j++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(plane[j]) < 0.00025 && fabs(plane[(j+1)%3]) < 0.00025 && ( plane[j] != 0.0 || plane[(j+1)%3] != 0.0 ) ){
|
|
|
|
|
VectorAdd( points[ 0 ], points[ 1 ], cnt );
|
|
|
|
|
VectorAdd( cnt, points[ 2 ], cnt );
|
|
|
|
|
VectorScale( cnt, 0.3333333333333f, cnt );
|
|
|
|
|
points[0][(j+2)%3]=points[1][(j+2)%3]=points[2][(j+2)%3]=cnt[(j+2)%3];
|
|
|
|
|
PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] );
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//snap single snappable normal components
|
|
|
|
|
for ( j=0; j<3; j++ )
|
|
|
|
|
{
|
|
|
|
|
if ( plane[j] != 0.0 && fabs(plane[j]) < 0.00005 ){
|
|
|
|
|
plane[j]=0.0;
|
|
|
|
|
snpd = qtrue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//adjust plane dist
|
|
|
|
|
if ( snpd ) {
|
|
|
|
|
VectorAdd( points[ 0 ], points[ 1 ], cnt );
|
|
|
|
|
VectorAdd( cnt, points[ 2 ], cnt );
|
|
|
|
|
VectorScale( cnt, 0.3333333333333f, cnt );
|
|
|
|
|
VectorNormalize( plane, plane );
|
|
|
|
|
plane[3] = DotProduct( plane, cnt );
|
|
|
|
|
|
|
|
|
|
//project points to resulting plane to keep intersections precision
|
|
|
|
|
for ( j=0; j<3; j++ )
|
|
|
|
|
{
|
|
|
|
|
//Sys_Printf( "b4 %i (%6.7f %6.7f %6.7f)\n", j, points[j][0], points[j][1], points[j][2] );
|
|
|
|
|
VectorMA( points[j], plane[3] - DotProduct( plane, points[j]), plane, points[j] );
|
|
|
|
|
//Sys_Printf( "sn %i (%6.7f %6.7f %6.7f)\n", j, points[j][0], points[j][1], points[j][2] );
|
|
|
|
|
}
|
|
|
|
|
//Sys_Printf( "sn pln (%6.7f %6.7f %6.7f %6.7f)\n", plane[0], plane[1], plane[2], plane[3] );
|
|
|
|
|
//PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] );
|
|
|
|
|
//Sys_Printf( "pts pln (%6.7f %6.7f %6.7f %6.7f)\n", plane[0], plane[1], plane[2], plane[3] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if ( spf == 4352 ){ //PYRAMIDAL_CLIP+AXIAL_BACKPLANE
|
|
|
|
|
|
|
|
|
|
for ( j=0; j<3; j++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(plane[j]) < 0.05 && fabs(plane[(j+1)%3]) < 0.05 ){ //no way, close to lay on two axises
|
|
|
|
|
goto default_CLIPMODEL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// best axial normal
|
|
|
|
|
VectorCopy( plane, bestNormal );
|
|
|
|
|
for ( j = 0; j < 3; j++ ){
|
|
|
|
|
if ( fabs(bestNormal[j]) > fabs(bestNormal[(j+1)%3]) ){
|
|
|
|
|
bestNormal[(j+1)%3] = 0.0;
|
|
|
|
|
axis = j;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bestNormal[j] = 0.0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorNormalize( bestNormal, bestNormal );
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float bestdist, currdist, bestangle, currangle, mindist = 999999;
|
|
|
|
|
|
|
|
|
|
for ( j = 0; j < 3; j++ ){//planes
|
|
|
|
|
bestdist = 999999;
|
|
|
|
|
bestangle = 1;
|
|
|
|
|
for ( k = 0; k < 3; k++ ){//axises
|
|
|
|
|
VectorSubtract( points[ (j+1)%3 ], points[ j ], nrm );
|
|
|
|
|
if ( k == axis ){
|
|
|
|
|
CrossProduct( bestNormal, nrm, reverse );
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
VectorClear( Vnorm[0] );
|
|
|
|
|
if ( (k+1)%3 == axis ){
|
|
|
|
|
if ( nrm[ (k+2)%3 ] == 0 ) continue;
|
|
|
|
|
Vnorm[0][ (k+2)%3 ] = nrm[ (k+2)%3 ];
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if ( nrm[ (k+1)%3 ] == 0 ) continue;
|
|
|
|
|
Vnorm[0][ (k+1)%3 ] = nrm[ (k+1)%3 ];
|
|
|
|
|
}
|
|
|
|
|
CrossProduct( bestNormal, Vnorm[0], Enorm[0] );
|
|
|
|
|
CrossProduct( Enorm[0], nrm, reverse );
|
|
|
|
|
}
|
|
|
|
|
VectorNormalize( reverse, reverse );
|
|
|
|
|
reverse[3] = DotProduct( points[ j ], reverse );
|
|
|
|
|
//check facing, thickness
|
|
|
|
|
currdist = reverse[3] - DotProduct( reverse, points[ (j+2)%3 ] );
|
|
|
|
|
currangle = DotProduct( reverse, plane );
|
|
|
|
|
if ( ( ( currdist > 0.1 ) && ( currdist < bestdist ) && ( currangle < 0 ) ) ||
|
|
|
|
|
( ( currangle >= 0 ) && ( currangle <= bestangle ) ) ){
|
|
|
|
|
bestangle = currangle;
|
|
|
|
|
if ( currangle < 0 ) bestdist = currdist;
|
|
|
|
|
VectorCopy( reverse, p[j] );
|
|
|
|
|
p[j][3] = reverse[3];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//if ( bestdist == 999999 && bestangle == 1 ) Sys_Printf("default_CLIPMODEL\n");
|
|
|
|
|
if ( bestdist == 999999 && bestangle == 1 ) goto default_CLIPMODEL;
|
|
|
|
|
if ( bestdist < mindist ) mindist = bestdist;
|
|
|
|
|
}
|
|
|
|
|
if ( (limDepth != 0.0) && (mindist > limDepth) ) goto default_CLIPMODEL;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if nonax_clip_dbg
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
|
|
|
|
|
Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 4;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
for ( j = 1; j < buildBrush->numsides; j++ ) {
|
|
|
|
|
if ( debugClip ) {
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else if ( ( spf == 16 ) || //EXTRUDE_TERRAIN
|
|
|
|
|
( spf == 512 ) || //EXTRUDE_DOWNWARDS
|
|
|
|
|
( spf == 1024 ) || //EXTRUDE_UPWARDS
|
|
|
|
|
( spf == 4096 ) || //default CLIPMODEL + AXIAL_BACKPLANE
|
|
|
|
|
( spf == 2064 ) || //EXTRUDE_TERRAIN+MAX_EXTRUDE
|
|
|
|
|
( spf == 4112 ) || //EXTRUDE_TERRAIN+AXIAL_BACKPLANE
|
|
|
|
|
( spf == 1536 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS
|
|
|
|
|
( spf == 2560 ) || //EXTRUDE_DOWNWARDS+MAX_EXTRUDE
|
|
|
|
|
( spf == 4608 ) || //EXTRUDE_DOWNWARDS+AXIAL_BACKPLANE
|
|
|
|
|
( spf == 3584 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+MAX_EXTRUDE
|
|
|
|
|
( spf == 5632 ) || //EXTRUDE_DOWNWARDS+EXTRUDE_UPWARDS+AXIAL_BACKPLANE
|
|
|
|
|
( spf == 3072 ) || //EXTRUDE_UPWARDS+MAX_EXTRUDE
|
|
|
|
|
( spf == 5120 ) ){ //EXTRUDE_UPWARDS+AXIAL_BACKPLANE
|
|
|
|
|
|
|
|
|
|
if ( spawnFlags & 16 ){ //autodirection
|
|
|
|
|
VectorCopy( avgDirection, bestNormal );
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
axis = 2;
|
|
|
|
|
if ( ( spawnFlags & 1536 ) == 1536 ){ //up+down
|
|
|
|
|
VectorSet( bestNormal, 0, 0, ( plane[2] >= 0 ? 1 : -1 ) );
|
|
|
|
|
}
|
|
|
|
|
else if ( spawnFlags & 512 ){ //down
|
|
|
|
|
VectorSet( bestNormal, 0, 0, 1 );
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if ( spawnFlags & 1024 ){ //up
|
|
|
|
|
VectorSet( bestNormal, 0, 0, -1 );
|
|
|
|
|
}
|
|
|
|
|
else{ // best axial normal
|
|
|
|
|
VectorCopy( plane, bestNormal );
|
|
|
|
|
for ( j = 0; j < 3; j++ ){
|
|
|
|
|
if ( fabs(bestNormal[j]) > fabs(bestNormal[(j+1)%3]) ){
|
|
|
|
|
bestNormal[(j+1)%3] = 0.0;
|
|
|
|
|
axis = j;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bestNormal[j] = 0.0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorNormalize( bestNormal, bestNormal );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( DotProduct( plane, bestNormal ) < 0.05 ){
|
|
|
|
|
goto default_CLIPMODEL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* make side planes */
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
VectorSubtract( points[(j+1)%3], points[ j ], nrm );
|
|
|
|
|
CrossProduct( bestNormal, nrm, p[ j ] );
|
|
|
|
|
VectorNormalize( p[ j ], p[ j ] );
|
|
|
|
|
p[j][3] = DotProduct( points[j], p[j] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make back plane */
|
|
|
|
|
if ( spawnFlags & 2048 ){ //max extrude
|
|
|
|
|
VectorScale( bestNormal, -1.0f, reverse );
|
|
|
|
|
if ( bestNormal[axis] > 0 ){
|
|
|
|
|
reverse[3] = -min[axis] + clipDepth;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
reverse[3] = max[axis] + clipDepth;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if ( spawnFlags & 4096 ){ //axial backplane
|
|
|
|
|
VectorScale( bestNormal, -1.0f, reverse );
|
|
|
|
|
reverse[3] = points[0][axis];
|
|
|
|
|
if ( bestNormal[axis] > 0 ){
|
|
|
|
|
for ( j = 1; j < 3; j++ ){
|
|
|
|
|
if ( points[j][axis] < reverse[3] ){
|
|
|
|
|
reverse[3] = points[j][axis];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
reverse[3] = -reverse[3] + clipDepth;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
for ( j = 1; j < 3; j++ ){
|
|
|
|
|
if ( points[j][axis] > reverse[3] ){
|
|
|
|
|
reverse[3] = points[j][axis];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
reverse[3] += clipDepth;
|
|
|
|
|
}
|
|
|
|
|
if (limDepth != 0.0){
|
|
|
|
|
VectorCopy( points[0], cnt );
|
|
|
|
|
if ( bestNormal[axis] > 0 ){
|
|
|
|
|
for ( j = 1; j < 3; j++ ){
|
|
|
|
|
if ( points[j][axis] > cnt[axis] ){
|
|
|
|
|
VectorCopy( points[j], cnt );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
for ( j = 1; j < 3; j++ ){
|
|
|
|
|
if ( points[j][axis] < cnt[axis] ){
|
|
|
|
|
VectorCopy( points[j], cnt );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorMA( cnt, reverse[3] - DotProduct( reverse, cnt ), reverse, cnt );
|
|
|
|
|
if ( ( plane[3] - DotProduct( plane, cnt ) ) > limDepth ){
|
|
|
|
|
VectorScale( plane, -1.0f, reverse );
|
|
|
|
|
reverse[ 3 ] = -plane[ 3 ];
|
|
|
|
|
reverse[3] += clipDepth;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{ //normal backplane
|
|
|
|
|
VectorScale( plane, -1.0f, reverse );
|
|
|
|
|
reverse[ 3 ] = -plane[ 3 ];
|
|
|
|
|
reverse[3] += clipDepth;
|
|
|
|
|
}
|
|
|
|
|
#if nonax_clip_dbg
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
|
|
|
|
|
Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 5;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
@ -661,21 +953,359 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
free( buildBrush );
|
|
|
|
|
continue;
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else if ( spf == 264 ){ //EXTRUDE_FACE_NORMALS+PYRAMIDAL_CLIP (extrude 45)
|
|
|
|
|
|
|
|
|
|
//45 degrees normals for side planes
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
VectorSubtract( points[(j+1)%3], points[ j ], nrm );
|
|
|
|
|
CrossProduct( plane, nrm, Enorm[ j ] );
|
|
|
|
|
VectorNormalize( Enorm[ j ], Enorm[ j ] );
|
|
|
|
|
VectorAdd( plane, Enorm[ j ], Enorm[ j ] );
|
|
|
|
|
VectorNormalize( Enorm[ j ], Enorm[ j ] );
|
|
|
|
|
/* make side planes */
|
|
|
|
|
CrossProduct( Enorm[ j ], nrm, p[ j ] );
|
|
|
|
|
VectorNormalize( p[ j ], p[ j ] );
|
|
|
|
|
p[j][3] = DotProduct( points[j], p[j] );
|
|
|
|
|
//snap nearly axial side planes
|
|
|
|
|
snpd = qfalse;
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
|
|
|
|
|
p[j][k] = 0.0;
|
|
|
|
|
snpd = qtrue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if ( snpd ){
|
|
|
|
|
VectorNormalize( p[j], p[j] );
|
|
|
|
|
VectorAdd( points[j], points[(j+1)%3], cnt );
|
|
|
|
|
VectorScale( cnt, 0.5f, cnt );
|
|
|
|
|
p[j][3] = DotProduct( cnt, p[j] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make back plane */
|
|
|
|
|
VectorScale( plane, -1.0f, reverse );
|
|
|
|
|
reverse[ 3 ] = -plane[ 3 ];
|
|
|
|
|
reverse[3] += clipDepth;
|
|
|
|
|
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 5;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
for ( j = 1; j < buildBrush->numsides; j++ ) {
|
|
|
|
|
if ( debugClip ) {
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else if ( ( spf == 128 ) || //EXTRUDE_VERTEX_NORMALS
|
|
|
|
|
( spf == 384 ) ){ //EXTRUDE_VERTEX_NORMALS + PYRAMIDAL_CLIP - vertex normals + don't check for sides, sticking outwards
|
|
|
|
|
/* get vertex normals */
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
/* get vertex */
|
|
|
|
|
dv = &ds->verts[ ds->indexes[ i + j ] ];
|
|
|
|
|
/* copy normal */
|
|
|
|
|
VectorCopy( dv->normal, Vnorm[ j ] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//avg normals for side planes
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
VectorAdd( Vnorm[ j ], Vnorm[ (j+1)%3 ], Enorm[ j ] );
|
|
|
|
|
VectorNormalize( Enorm[ j ], Enorm[ j ] );
|
|
|
|
|
//check fuer bad ones
|
|
|
|
|
VectorSubtract( points[(j+1)%3], points[ j ], cnt );
|
|
|
|
|
CrossProduct( plane, cnt, nrm );
|
|
|
|
|
VectorNormalize( nrm, nrm );
|
|
|
|
|
//check for negative or outside direction
|
|
|
|
|
if ( DotProduct( Enorm[ j ], plane ) > 0.1 ){
|
|
|
|
|
if ( ( DotProduct( Enorm[ j ], nrm ) > -0.2 ) || ( spawnFlags & 256 ) ){
|
|
|
|
|
//ok++;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//notok++;
|
|
|
|
|
//Sys_Printf( "faulty Enormal %i/%i\n", notok, ok );
|
|
|
|
|
//use 45 normal
|
|
|
|
|
VectorAdd( plane, nrm, Enorm[ j ] );
|
|
|
|
|
VectorNormalize( Enorm[ j ], Enorm[ j ] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make side planes */
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
VectorSubtract( points[(j+1)%3], points[ j ], nrm );
|
|
|
|
|
CrossProduct( Enorm[ j ], nrm, p[ j ] );
|
|
|
|
|
VectorNormalize( p[ j ], p[ j ] );
|
|
|
|
|
p[j][3] = DotProduct( points[j], p[j] );
|
|
|
|
|
//snap nearly axial side planes
|
|
|
|
|
snpd = qfalse;
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
|
|
|
|
|
//Sys_Printf( "init plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
|
|
|
|
|
p[j][k] = 0.0;
|
|
|
|
|
snpd = qtrue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if ( snpd ){
|
|
|
|
|
VectorNormalize( p[j], p[j] );
|
|
|
|
|
//Sys_Printf( "nrm plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
|
|
|
|
|
VectorAdd( points[j], points[(j+1)%3], cnt );
|
|
|
|
|
VectorScale( cnt, 0.5f, cnt );
|
|
|
|
|
p[j][3] = DotProduct( cnt, p[j] );
|
|
|
|
|
//Sys_Printf( "dst plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make back plane */
|
|
|
|
|
VectorScale( plane, -1.0f, reverse );
|
|
|
|
|
reverse[ 3 ] = -plane[ 3 ];
|
|
|
|
|
reverse[3] += clipDepth;
|
|
|
|
|
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 5;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
for ( j = 1; j < buildBrush->numsides; j++ ) {
|
|
|
|
|
if ( debugClip ) {
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else if ( spf == 8 ){ //EXTRUDE_FACE_NORMALS
|
|
|
|
|
|
|
|
|
|
/* make side planes */
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
VectorSubtract( points[(j+1)%3], points[ j ], nrm );
|
|
|
|
|
CrossProduct( plane, nrm, p[ j ] );
|
|
|
|
|
VectorNormalize( p[ j ], p[ j ] );
|
|
|
|
|
p[j][3] = DotProduct( points[j], p[j] );
|
|
|
|
|
//snap nearly axial side planes
|
|
|
|
|
snpd = qfalse;
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
|
|
|
|
|
//Sys_Printf( "init plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
|
|
|
|
|
p[j][k] = 0.0;
|
|
|
|
|
snpd = qtrue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if ( snpd ){
|
|
|
|
|
VectorNormalize( p[j], p[j] );
|
|
|
|
|
//Sys_Printf( "nrm plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
|
|
|
|
|
VectorAdd( points[j], points[(j+1)%3], cnt );
|
|
|
|
|
VectorScale( cnt, 0.5f, cnt );
|
|
|
|
|
p[j][3] = DotProduct( cnt, p[j] );
|
|
|
|
|
//Sys_Printf( "dst plane %6.8f %6.8f %6.8f %6.8f\n", p[j][0], p[j][1], p[j][2], p[j][3]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make back plane */
|
|
|
|
|
VectorScale( plane, -1.0f, reverse );
|
|
|
|
|
reverse[ 3 ] = -plane[ 3 ];
|
|
|
|
|
reverse[3] += clipDepth;
|
|
|
|
|
#if nonax_clip_dbg
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00005 && p[j][k] != 0.0 ){
|
|
|
|
|
Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
|
|
|
|
|
Sys_Printf( "frm src nrm %6.17f %6.17f %6.17f\n", plane[0], plane[1], plane[2]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 5;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
for ( j = 1; j < buildBrush->numsides; j++ ) {
|
|
|
|
|
if ( debugClip ) {
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else if ( spf == 256 ){ //PYRAMIDAL_CLIP
|
|
|
|
|
|
|
|
|
|
/* calculate center */
|
|
|
|
|
VectorAdd( points[ 0 ], points[ 1 ], cnt );
|
|
|
|
|
VectorAdd( cnt, points[ 2 ], cnt );
|
|
|
|
|
VectorScale( cnt, 0.3333333333333f, cnt );
|
|
|
|
|
|
|
|
|
|
/* make back pyramid point */
|
|
|
|
|
VectorMA( cnt, -clipDepth, plane, cnt );
|
|
|
|
|
|
|
|
|
|
/* make 3 more planes */
|
|
|
|
|
if( PlaneFromPoints( p[0], points[ 2 ], points[ 1 ], cnt ) &&
|
|
|
|
|
PlaneFromPoints( p[1], points[ 1 ], points[ 0 ], cnt ) &&
|
|
|
|
|
PlaneFromPoints( p[2], points[ 0 ], points[ 2 ], cnt ) ) {
|
|
|
|
|
|
|
|
|
|
//check for dangerous planes
|
|
|
|
|
while( (( p[0][0] != 0.0 || p[0][1] != 0.0 ) && fabs(p[0][0]) < 0.00025 && fabs(p[0][1]) < 0.00025) ||
|
|
|
|
|
(( p[0][0] != 0.0 || p[0][2] != 0.0 ) && fabs(p[0][0]) < 0.00025 && fabs(p[0][2]) < 0.00025) ||
|
|
|
|
|
(( p[0][2] != 0.0 || p[0][1] != 0.0 ) && fabs(p[0][2]) < 0.00025 && fabs(p[0][1]) < 0.00025) ||
|
|
|
|
|
(( p[1][0] != 0.0 || p[1][1] != 0.0 ) && fabs(p[1][0]) < 0.00025 && fabs(p[1][1]) < 0.00025) ||
|
|
|
|
|
(( p[1][0] != 0.0 || p[1][2] != 0.0 ) && fabs(p[1][0]) < 0.00025 && fabs(p[1][2]) < 0.00025) ||
|
|
|
|
|
(( p[1][2] != 0.0 || p[1][1] != 0.0 ) && fabs(p[1][2]) < 0.00025 && fabs(p[1][1]) < 0.00025) ||
|
|
|
|
|
(( p[2][0] != 0.0 || p[2][1] != 0.0 ) && fabs(p[2][0]) < 0.00025 && fabs(p[2][1]) < 0.00025) ||
|
|
|
|
|
(( p[2][0] != 0.0 || p[2][2] != 0.0 ) && fabs(p[2][0]) < 0.00025 && fabs(p[2][2]) < 0.00025) ||
|
|
|
|
|
(( p[2][2] != 0.0 || p[2][1] != 0.0 ) && fabs(p[2][2]) < 0.00025 && fabs(p[2][1]) < 0.00025) ) {
|
|
|
|
|
VectorMA( cnt, -0.1f, plane, cnt );
|
|
|
|
|
// Sys_Printf( "shifting pyramid point\n" );
|
|
|
|
|
PlaneFromPoints( p[0], points[ 2 ], points[ 1 ], cnt );
|
|
|
|
|
PlaneFromPoints( p[1], points[ 1 ], points[ 0 ], cnt );
|
|
|
|
|
PlaneFromPoints( p[2], points[ 0 ], points[ 2 ], cnt );
|
|
|
|
|
}
|
|
|
|
|
#if nonax_clip_dbg
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00005 && p[j][k] != 0.0 ){
|
|
|
|
|
Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n (%6.8f %6.8f %6.8f)\n (%6.8f %6.8f %6.8f)\n (%6.8f %6.8f %6.8f)\n", p[j][0], p[j][1], p[j][2], points[j][0], points[j][1], points[j][2], points[(j+1)%3][0], points[(j+1)%3][1], points[(j+1)%3][2], cnt[0], cnt[1], cnt[2] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
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|
#endif
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 4;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
for ( j = 1; j < buildBrush->numsides; j++ ) {
|
|
|
|
|
if ( debugClip ) {
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 1 ] ); // p[0] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 0 ] ); // p[1] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Sys_Printf( "WARNING: triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n", points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], name );
|
|
|
|
|
free( buildBrush );
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
else if ( ( si->clipModel && !( spf ) ) || ( ( spawnFlags & 8090 ) == 2 ) ){ //default CLIPMODEL
|
|
|
|
|
|
|
|
|
|
default_CLIPMODEL:
|
|
|
|
|
// axial normal
|
|
|
|
|
VectorCopy( plane, bestNormal );
|
|
|
|
|
for ( j = 0; j < 3; j++ ){
|
|
|
|
|
if ( fabs(bestNormal[j]) > fabs(bestNormal[(j+1)%3]) ){
|
|
|
|
|
bestNormal[(j+1)%3] = 0.0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
bestNormal[j] = 0.0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorNormalize( bestNormal, bestNormal );
|
|
|
|
|
|
|
|
|
|
/* make side planes */
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
VectorSubtract( points[(j+1)%3], points[ j ], nrm );
|
|
|
|
|
CrossProduct( bestNormal, nrm, p[ j ] );
|
|
|
|
|
VectorNormalize( p[ j ], p[ j ] );
|
|
|
|
|
p[j][3] = DotProduct( points[j], p[j] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make back plane */
|
|
|
|
|
VectorScale( plane, -1.0f, reverse );
|
|
|
|
|
reverse[ 3 ] = -plane[ 3 ];
|
|
|
|
|
reverse[3] += DotProduct( bestNormal, plane ) * clipDepth;
|
|
|
|
|
#if nonax_clip_dbg
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
for ( k = 0; k < 3; k++ )
|
|
|
|
|
{
|
|
|
|
|
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
|
|
|
|
|
Sys_Printf( "nonax nrm %6.17f %6.17f %6.17f\n", p[j][0], p[j][1], p[j][2] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
/* set up brush sides */
|
|
|
|
|
buildBrush->numsides = 5;
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
|
|
|
for ( j = 1; j < buildBrush->numsides; j++ ) {
|
|
|
|
|
if ( debugClip ) {
|
|
|
|
|
buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
VectorCopy( points[0], points[3] ); // for cyclic usage
|
|
|
|
|
|
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
|
|
|
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], p[0][ 3 ], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
|
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], p[1][ 3 ], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
|
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], p[2][ 3 ], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
|
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 0, NULL );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
normalEpsilon = normalEpsilon_save;
|
|
|
|
|
distanceEpsilon = distanceEpsilon_save;
|
|
|
|
|
|
|
|
|
|
/* add to entity */
|
|
|
|
|
if ( CreateBrushWindings( buildBrush ) ) {
|
|
|
|
|
@ -686,10 +1316,15 @@ void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap
|
|
|
|
|
entities[ mapEntityNum ].numBrushes++;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
Sys_Printf( "WARNING: triangle (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) (%6.0f %6.0f %6.0f) of %s was not autoclipped\n", points[0][0], points[0][1], points[0][2], points[1][0], points[1][1], points[1][2], points[2][0], points[2][1], points[2][2], name );
|
|
|
|
|
free( buildBrush );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
normalEpsilon = normalEpsilon_save;
|
|
|
|
|
}
|
|
|
|
|
else if ( spawnFlags & 8090 ){
|
|
|
|
|
Sys_Printf( "WARNING: nonexistent clipping mode selected\n" );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@ -708,7 +1343,7 @@ void AddTriangleModels( entity_t *e ){
|
|
|
|
|
const char *target, *model, *value;
|
|
|
|
|
char shader[ MAX_QPATH ];
|
|
|
|
|
shaderInfo_t *celShader;
|
|
|
|
|
float temp, baseLightmapScale, lightmapScale;
|
|
|
|
|
float temp, baseLightmapScale, lightmapScale, clipDepth;
|
|
|
|
|
float shadeAngle;
|
|
|
|
|
int lightmapSampleSize;
|
|
|
|
|
vec3_t origin, scale, angles;
|
|
|
|
|
@ -721,7 +1356,6 @@ void AddTriangleModels( entity_t *e ){
|
|
|
|
|
/* note it */
|
|
|
|
|
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
|
|
|
|
|
|
|
|
|
|
doingModelClip = qtrue;
|
|
|
|
|
|
|
|
|
|
/* get current brush entity targetname */
|
|
|
|
|
if ( e == entities ) {
|
|
|
|
|
@ -960,8 +1594,15 @@ void AddTriangleModels( entity_t *e ){
|
|
|
|
|
skin = IntForKey( e2, "skin" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
clipDepth = clipDepthGlobal;
|
|
|
|
|
if ( strcmp( "", ValueForKey( e2, "_clipdepth" ) ) ) {
|
|
|
|
|
clipDepth = FloatForKey( e2, "_clipdepth" );
|
|
|
|
|
Sys_Printf( "misc_model has autoclip depth of %.3f\n", clipDepth );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* insert the model */
|
|
|
|
|
InsertModel( model, skin, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
|
|
|
|
|
InsertModel( model, skin, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle, clipDepth );
|
|
|
|
|
|
|
|
|
|
/* free shader remappings */
|
|
|
|
|
while ( remap != NULL )
|
|
|
|
|
@ -972,5 +1613,4 @@ void AddTriangleModels( entity_t *e ){
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
doingModelClip = qfalse;
|
|
|
|
|
}
|
|
|
|
|
|