1412 lines
47 KiB
C++
1412 lines
47 KiB
C++
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* dependencies */
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#include "q3map2.h"
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/*
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PicoPrintFunc()
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callback for picomodel.lib
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*/
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void PicoPrintFunc( int level, const char *str ){
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if ( str == NULL ) {
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return;
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}
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switch ( level )
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{
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case PICO_NORMAL:
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Sys_Printf( "%s\n", str );
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break;
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case PICO_VERBOSE:
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Sys_FPrintf( SYS_VRB, "%s\n", str );
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break;
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case PICO_WARNING:
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Sys_Warning( "%s\n", str );
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break;
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case PICO_ERROR:
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Sys_FPrintf( SYS_WRN, "ERROR: %s\n", str ); /* let it be a warning, since radiant stops monitoring on error message flag */
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break;
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case PICO_FATAL:
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Error( "ERROR: %s\n", str );
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break;
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}
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}
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/*
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PicoLoadFileFunc()
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callback for picomodel.lib
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*/
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void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize ){
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*bufSize = vfsLoadFile( name, (void**) buffer, 0 );
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}
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/*
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FindModel() - ydnar
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finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
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*/
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picoModel_t *FindModel( const char *name, int frame ){
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int i;
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/* init */
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if ( numPicoModels <= 0 ) {
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memset( picoModels, 0, sizeof( picoModels ) );
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}
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/* dummy check */
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if ( strEmptyOrNull( name ) ) {
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return NULL;
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}
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/* search list */
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for ( i = 0; i < MAX_MODELS; i++ )
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{
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if ( picoModels[ i ] != NULL &&
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strEqual( PicoGetModelName( picoModels[ i ] ), name ) &&
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PicoGetModelFrameNum( picoModels[ i ] ) == frame ) {
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return picoModels[ i ];
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}
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}
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/* no matching picoModel found */
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return NULL;
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}
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/*
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LoadModel() - ydnar
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loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
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*/
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picoModel_t *LoadModel( const char *name, int frame ){
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int i;
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picoModel_t *model, **pm;
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/* init */
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if ( numPicoModels <= 0 ) {
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memset( picoModels, 0, sizeof( picoModels ) );
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}
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/* dummy check */
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if ( strEmptyOrNull( name ) ) {
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return NULL;
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}
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/* try to find existing picoModel */
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model = FindModel( name, frame );
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if ( model != NULL ) {
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return model;
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}
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/* none found, so find first non-null picoModel */
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pm = NULL;
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for ( i = 0; i < MAX_MODELS; i++ )
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{
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if ( picoModels[ i ] == NULL ) {
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pm = &picoModels[ i ];
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break;
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}
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}
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/* too many picoModels? */
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if ( pm == NULL ) {
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Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
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}
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/* attempt to parse model */
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*pm = PicoLoadModel( name, frame );
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/* if loading failed, make a bogus model to silence the rest of the warnings */
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if ( *pm == NULL ) {
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/* allocate a new model */
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*pm = PicoNewModel();
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if ( *pm == NULL ) {
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return NULL;
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}
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/* set data */
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PicoSetModelName( *pm, name );
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PicoSetModelFrameNum( *pm, frame );
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}
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/* debug code */
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#if 0
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{
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int numSurfaces, numVertexes;
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picoSurface_t *ps;
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Sys_Printf( "Model %s\n", name );
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numSurfaces = PicoGetModelNumSurfaces( *pm );
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for ( i = 0; i < numSurfaces; i++ )
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{
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ps = PicoGetModelSurface( *pm, i );
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numVertexes = PicoGetSurfaceNumVertexes( ps );
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Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
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}
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}
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#endif
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/* set count */
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if ( *pm != NULL ) {
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numPicoModels++;
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}
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/* return the picoModel */
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return *pm;
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}
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/*
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InsertModel() - ydnar
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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, const Matrix4& transform, const std::list<remap_t> *remaps, 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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const Matrix4 nTransform( matrix4_for_normal_transform( transform ) );
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picoModel_t *model;
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picoSurface_t *surface;
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shaderInfo_t *si;
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mapDrawSurface_t *ds;
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const char *picoShaderName;
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byte *color;
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picoIndex_t *indexes;
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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;
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int 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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model = LoadModel( name, frame );
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if ( model == NULL ) {
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return;
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}
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/* load skin file */
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auto skinfilename = StringOutputStream(99)( PathExtensionless( name ), '_', skin, ".skin" );
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skinfilesize = vfsLoadFile( skinfilename, (void**) &skinfilecontent, 0 );
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if ( skinfilesize < 0 && skin != 0 ) {
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/* fallback to skin 0 if invalid */
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skinfilename( PathExtensionless( name ), "_0.skin" );
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skinfilesize = vfsLoadFile( skinfilename, (void**) &skinfilecontent, 0 );
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if ( skinfilesize >= 0 ) {
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Sys_Printf( "Skin %d of %s does not exist, using 0 instead\n", skin, name );
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}
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}
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std::list<remap_t> skins;
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if ( skinfilesize >= 0 ) {
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Sys_Printf( "Using skin %d of %s\n", skin, name );
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for ( skinfileptr = skinfilecontent; !strEmpty( skinfileptr ); skinfileptr = skinfilenextptr )
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{
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// for fscanf
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char format[64];
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skinfilenextptr = strchr( skinfileptr, '\r' );
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if ( skinfilenextptr != NULL ) {
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strClear( skinfilenextptr++ );
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}
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else
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{
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skinfilenextptr = strchr( skinfileptr, '\n' );
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if ( skinfilenextptr != NULL ) {
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strClear( skinfilenextptr++ );
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}
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else{
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skinfilenextptr = skinfileptr + strlen( skinfileptr );
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}
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}
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/* create new item */
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remap_t skin;
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sprintf( format, "replace %%%ds %%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 );
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if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) {
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skins.push_back( skin );
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continue;
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}
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sprintf( format, " %%%d[^, ] ,%%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 );
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if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) {
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skins.push_back( skin );
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continue;
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}
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/* invalid input line -> discard skin struct */
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Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename.c_str(), skinfileptr );
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}
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free( skinfilecontent );
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}
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/* hack: Stable-1_2 and trunk have differing row/column major matrix order
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this transpose is necessary with Stable-1_2
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uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
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//% m4x4_transpose( transform );
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/* fix bogus lightmap scale */
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if ( lightmapScale <= 0.0f ) {
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lightmapScale = 1.0f;
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}
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/* fix bogus shade angle */
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if ( shadeAngle <= 0.0f ) {
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shadeAngle = 0.0f;
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}
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/* each surface on the model will become a new map drawsurface */
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numSurfaces = PicoGetModelNumSurfaces( model );
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//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
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for ( s = 0; s < numSurfaces; s++ )
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{
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/* get surface */
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surface = PicoGetModelSurface( model, s );
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if ( surface == NULL ) {
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continue;
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}
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/* only handle triangle surfaces initially (fixme: support patches) */
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if ( PicoGetSurfaceType( surface ) != PICO_TRIANGLES ) {
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continue;
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}
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/* get shader name */
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if ( !( picoShaderName = PicoGetShaderName( PicoGetSurfaceShader( surface ) ) ) ) {
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picoShaderName = "";
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}
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/* handle .skin file */
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if ( !skins.empty() ) {
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picoShaderName = NULL;
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for( const auto& skin : skins )
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{
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if ( striEqual( surface->name, skin.from ) ) {
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Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface->name, skin.to );
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picoShaderName = skin.to;
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break;
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}
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}
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if ( picoShaderName == NULL ) {
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Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface->name );
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continue;
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}
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}
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/* handle shader remapping */
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if( remaps != NULL ){
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const char* to = NULL;
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size_t fromlen = 0;
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for( const auto& rm : *remaps )
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{
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if ( strEqual( rm.from, "*" ) && fromlen == 0 ) { // only globbing, if no respective match
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to = rm.to;
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}
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else if( striEqualSuffix( picoShaderName, rm.from ) && strlen( rm.from ) > fromlen ){ // longer match has priority
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to = rm.to;
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fromlen = strlen( rm.from );
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}
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}
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if( to != NULL ){
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Sys_FPrintf( SYS_VRB, ( fromlen == 0? "Globbing '%s' to '%s'\n" : "Remapping '%s' to '%s'\n" ), picoShaderName, to );
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picoShaderName = to;
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}
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}
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/* shader renaming for sof2 */
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if ( renameModelShaders ) {
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auto shaderName = String64()( PathExtensionless( picoShaderName ) );
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if ( spawnFlags & 1 ) {
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shaderName << "_RMG_BSP";
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}
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else{
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shaderName << "_BSP";
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}
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si = ShaderInfoForShader( shaderName );
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}
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else{
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si = ShaderInfoForShader( picoShaderName );
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}
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/* allocate a surface (ydnar: gs mods) */
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ds = AllocDrawSurface( ESurfaceType::Triangles );
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ds->entityNum = eNum;
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ds->castShadows = castShadows;
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ds->recvShadows = recvShadows;
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/* set shader */
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ds->shaderInfo = si;
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/* force to meta? */
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if ( ( si != NULL && si->forceMeta ) || ( spawnFlags & 4 ) ) { /* 3rd bit */
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ds->type = ESurfaceType::ForcedMeta;
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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 != ESurfaceType::ForcedMeta ) ) {
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PicoFixSurfaceNormals( surface );
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}
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/* set sample size */
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if ( lightmapSampleSize > 0.0f ) {
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ds->sampleSize = lightmapSampleSize;
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}
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/* set lightmap scale */
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if ( lightmapScale > 0.0f ) {
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ds->lightmapScale = lightmapScale;
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}
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/* set shading angle */
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if ( shadeAngle > 0.0f ) {
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ds->shadeAngleDegrees = shadeAngle;
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}
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/* set particulars */
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ds->numVerts = PicoGetSurfaceNumVertexes( surface );
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ds->verts = safe_calloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
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ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
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ds->indexes = safe_calloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
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/* copy vertexes */
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for ( i = 0; i < ds->numVerts; i++ )
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{
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/* get vertex */
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bspDrawVert_t& dv = ds->verts[ i ];
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/* xyz and normal */
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dv.xyz = vector3_from_array( PicoGetSurfaceXYZ( surface, i ) );
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matrix4_transform_point( transform, dv.xyz );
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dv.normal = vector3_from_array( PicoGetSurfaceNormal( surface, i ) );
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matrix4_transform_direction( nTransform, dv.normal );
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VectorNormalize( dv.normal );
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/* ydnar: tek-fu celshading support for flat shaded shit */
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if ( flat ) {
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dv.st = si->stFlat;
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}
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/* ydnar: gs mods: added support for explicit shader texcoord generation */
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else if ( si->tcGen ) {
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/* project the texture */
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dv.st[ 0 ] = vector3_dot( si->vecs[ 0 ], dv.xyz );
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dv.st[ 1 ] = vector3_dot( si->vecs[ 1 ], dv.xyz );
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}
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/* normal texture coordinates */
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else
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{
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dv.st = vector2_from_array( PicoGetSurfaceST( surface, 0, i ) );
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}
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/* set lightmap/color bits */
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color = PicoGetSurfaceColor( surface, 0, i );
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for ( j = 0; j < MAX_LIGHTMAPS; j++ )
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{
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dv.lightmap[ j ] = { 0, 0 };
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if ( spawnFlags & 32 ) { // spawnflag 32: model color -> alpha hack
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dv.color[ j ] = { 255, 255, 255, color_to_byte( RGBTOGRAY( color ) ) };
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}
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else
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{
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dv.color[ j ] = { color[0], color[1], color[2], color[3] };
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}
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}
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}
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/* copy indexes */
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indexes = PicoGetSurfaceIndexes( surface, 0 );
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for ( i = 0; i < ds->numIndexes; i++ )
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ds->indexes[ i ] = indexes[ i ];
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/* set cel shader */
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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 && !( 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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Vector3 points[ 4 ], cnt, bestNormal, nrm, Vnorm[3], Enorm[3];
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Plane3f plane, reverse, p[3];
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double normalEpsilon_save;
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bool snpd;
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MinMax minmax;
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Vector3 avgDirection( 0 );
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int axis;
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#define nonax_clip_dbg 0
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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
|
|
if ( ( spawnFlags & 2048 ) || ( spawnFlags & 16 ) ){
|
|
|
|
for ( i = 0; i < ds->numIndexes; i += 3 )
|
|
{
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
points[ j ] = ds->verts[ ds->indexes[ i + j ] ].xyz;
|
|
}
|
|
if ( PlaneFromPoints( plane, points ) ){
|
|
if ( spawnFlags & 16 )
|
|
avgDirection += plane.normal(); //calculate average mesh facing direction
|
|
|
|
//get min/max
|
|
for ( j = 0; j < 3; ++j ){
|
|
minmax.extend( points[j] );
|
|
}
|
|
}
|
|
}
|
|
//unify avg direction
|
|
if ( spawnFlags & 16 ){
|
|
if ( vector3_length( avgDirection ) != 0 ){
|
|
axis = vector3_max_abs_component_index( avgDirection );
|
|
}
|
|
else{
|
|
axis = 2;
|
|
}
|
|
avgDirection = avgDirection[axis] >= 0? g_vector3_axes[axis] : -g_vector3_axes[axis];
|
|
}
|
|
}
|
|
|
|
/* walk triangle list */
|
|
for ( i = 0; i < ds->numIndexes; i += 3 )
|
|
{
|
|
/* overflow hack */
|
|
AUTOEXPAND_BY_REALLOC( mapplanes, ( nummapplanes + 64 ) << 1, allocatedmapplanes, 1024 );
|
|
|
|
/* make points */
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
/* copy xyz */
|
|
points[ j ] = ds->verts[ ds->indexes[ i + j ] ].xyz;
|
|
}
|
|
|
|
/* make plane for triangle */
|
|
if ( PlaneFromPoints( plane, points ) ) {
|
|
|
|
/* build a brush */
|
|
buildBrush = AllocBrush( 48 );
|
|
buildBrush->entityNum = mapEntityNum;
|
|
buildBrush->original = buildBrush;
|
|
buildBrush->contentShader = si;
|
|
buildBrush->compileFlags = si->compileFlags;
|
|
buildBrush->contentFlags = si->contentFlags;
|
|
buildBrush->detail = true;
|
|
|
|
//snap points before using them for further calculations
|
|
//precision suffers a lot, when two of normal values are under .00025 (often no collision, knocking up effect in ioq3)
|
|
//also broken drawsurfs in case of normal brushes
|
|
snpd = false;
|
|
for ( j=0; j<3; j++ )
|
|
{
|
|
if ( fabs( plane.normal()[j] ) < 0.00025 && fabs( plane.normal()[(j+1)%3] ) < 0.00025
|
|
&& ( plane.normal()[j] != 0.0 || plane.normal()[(j+1)%3] != 0.0 ) ){
|
|
cnt = ( points[0] + points[1] + points[2] ) / 3.0;
|
|
points[0][(j+2)%3] = points[1][(j+2)%3] = points[2][(j+2)%3] = cnt[(j+2)%3];
|
|
snpd = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//snap pairs of points to prevent bad side planes
|
|
for ( j=0; j<3; j++ )
|
|
{
|
|
nrm = VectorNormalized( points[j] - points[(j+1)%3] );
|
|
for ( k=0; k<3; k++ )
|
|
{
|
|
if ( nrm[k] != 0.0 && fabs(nrm[k]) < 0.00025 ){
|
|
//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] );
|
|
points[j][k]=points[(j+1)%3][k] = ( points[j][k] + points[(j+1)%3][k] ) / 2.0;
|
|
//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] );
|
|
snpd = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( snpd ) {
|
|
PlaneFromPoints( plane, points );
|
|
snpd = false;
|
|
}
|
|
|
|
//vector-is-close-to-be-on-axis check again, happens after previous code sometimes
|
|
for ( j=0; j<3; j++ )
|
|
{
|
|
if ( fabs( plane.normal()[j] ) < 0.00025 && fabs( plane.normal()[(j+1)%3] ) < 0.00025
|
|
&& ( plane.normal()[j] != 0.0 || plane.normal()[(j+1)%3] != 0.0 ) ){
|
|
cnt = ( points[0] + points[1] + points[2] ) / 3.0;
|
|
points[0][(j+2)%3] = points[1][(j+2)%3] = points[2][(j+2)%3] = cnt[(j+2)%3];
|
|
PlaneFromPoints( plane, points );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//snap single snappable normal components
|
|
for ( j=0; j<3; j++ )
|
|
{
|
|
if ( plane.normal()[j] != 0.0 && fabs( plane.normal()[j] ) < 0.00005 ){
|
|
plane.normal()[j]=0.0;
|
|
snpd = true;
|
|
}
|
|
}
|
|
|
|
//adjust plane dist
|
|
if ( snpd ) {
|
|
cnt = ( points[0] + points[1] + points[2] ) / 3.0;
|
|
VectorNormalize( plane.normal() );
|
|
plane.dist() = vector3_dot( plane.normal(), 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] );
|
|
points[j] = plane3_project_point( 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] );
|
|
}
|
|
|
|
/* sanity check */
|
|
{
|
|
const Vector3 d1 = points[1] - points[0];
|
|
const Vector3 d2 = points[2] - points[0];
|
|
const Vector3 normaL = vector3_cross( d2, d1 );
|
|
/* https://en.wikipedia.org/wiki/Cross_product#Geometric_meaning
|
|
cross( a, b ).length = a.length b.length sin( angle ) */
|
|
const double lengthsSquared = vector3_length_squared( d1 ) * vector3_length_squared( d2 );
|
|
if ( lengthsSquared == 0 || fabs( vector3_length_squared( normaL ) / lengthsSquared ) < 1e-8 ) {
|
|
Sys_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: points on line\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 );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
|
|
if ( spf == 4352 ){ //PYRAMIDAL_CLIP+AXIAL_BACKPLANE
|
|
|
|
for ( j=0; j<3; j++ )
|
|
{
|
|
if ( fabs( plane.normal()[j] ) < 0.05 && fabs( plane.normal()[(j+1)%3] ) < 0.05 ){ //no way, close to lay on two axes
|
|
goto default_CLIPMODEL;
|
|
}
|
|
}
|
|
|
|
// best axial normal
|
|
bestNormal = plane.normal();
|
|
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 );
|
|
|
|
|
|
float bestdist, currdist, bestangle, currangle, mindist = 999999;
|
|
|
|
for ( j = 0; j < 3; j++ ){//planes
|
|
bestdist = 999999;
|
|
bestangle = 1;
|
|
for ( k = 0; k < 3; k++ ){//axes
|
|
nrm = points[(j+1)%3] - points[j];
|
|
if ( k == axis ){
|
|
reverse.normal() = vector3_cross( bestNormal, nrm );
|
|
}
|
|
else{
|
|
Vnorm[0].set( 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 ];
|
|
}
|
|
Enorm[0] = vector3_cross( bestNormal, Vnorm[0] );
|
|
reverse.normal() = vector3_cross( Enorm[0], nrm );
|
|
}
|
|
VectorNormalize( reverse.normal() );
|
|
reverse.dist() = vector3_dot( points[ j ], reverse.normal() );
|
|
//check facing, thickness
|
|
currdist = reverse.dist() - vector3_dot( reverse.normal(), points[ (j+2)%3 ] );
|
|
currangle = vector3_dot( reverse.normal(), plane.normal() );
|
|
if ( ( ( currdist > 0.1 ) && ( currdist < bestdist ) && ( currangle < 0 ) ) ||
|
|
( ( currangle >= 0 ) && ( currangle <= bestangle ) ) ){
|
|
bestangle = currangle;
|
|
if ( currangle < 0 ) bestdist = currdist;
|
|
p[j] = reverse;
|
|
}
|
|
}
|
|
//if ( bestdist == 999999 && bestangle == 1 ) Sys_Printf("default_CLIPMODEL\n");
|
|
if ( bestdist == 999999 && bestangle == 1 ) goto default_CLIPMODEL;
|
|
value_minimize( 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;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 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
|
|
bestNormal = avgDirection;
|
|
}
|
|
else{
|
|
axis = 2;
|
|
if ( ( spawnFlags & 1536 ) == 1536 ){ //up+down
|
|
bestNormal = plane.normal()[2] >= 0? g_vector3_axis_z : -g_vector3_axis_z;
|
|
}
|
|
else if ( spawnFlags & 512 ){ //down
|
|
bestNormal = g_vector3_axis_z;
|
|
}
|
|
else if ( spawnFlags & 1024 ){ //up
|
|
bestNormal = -g_vector3_axis_z;
|
|
}
|
|
else{ // best axial normal
|
|
bestNormal = plane.normal();
|
|
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 );
|
|
}
|
|
}
|
|
|
|
if ( vector3_dot( plane.normal(), bestNormal ) < 0.05 ){
|
|
goto default_CLIPMODEL;
|
|
}
|
|
|
|
|
|
/* make side planes */
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
p[j].normal() = VectorNormalized( vector3_cross( bestNormal, points[(j+1)%3] - points[j] ) );
|
|
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
|
}
|
|
|
|
/* make back plane */
|
|
if ( spawnFlags & 2048 ){ //max extrude
|
|
reverse.normal() = -bestNormal;
|
|
if ( bestNormal[axis] > 0 ){
|
|
reverse.dist() = -minmax.mins[axis] + clipDepth;
|
|
}
|
|
else{
|
|
reverse.dist() = minmax.maxs[axis] + clipDepth;
|
|
}
|
|
}
|
|
else if ( spawnFlags & 4096 ){ //axial backplane
|
|
reverse.normal() = -bestNormal;
|
|
reverse.dist() = points[0][axis];
|
|
if ( bestNormal[axis] > 0 ){
|
|
for ( j = 1; j < 3; j++ ){
|
|
value_minimize( reverse.dist(), points[j][axis] );
|
|
}
|
|
reverse.dist() = -reverse.dist() + clipDepth;
|
|
}
|
|
else{
|
|
for ( j = 1; j < 3; j++ ){
|
|
value_maximize( reverse.dist(), points[j][axis] );
|
|
}
|
|
reverse.dist() += clipDepth;
|
|
}
|
|
if ( limDepth != 0.0 ){
|
|
cnt = points[0];
|
|
if ( bestNormal[axis] > 0 ){
|
|
for ( j = 1; j < 3; j++ ){
|
|
if ( points[j][axis] > cnt[axis] ){
|
|
cnt = points[j];
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for ( j = 1; j < 3; j++ ){
|
|
if ( points[j][axis] < cnt[axis] ){
|
|
cnt = points[j];
|
|
}
|
|
}
|
|
}
|
|
cnt = plane3_project_point( reverse, cnt );
|
|
if ( -plane3_distance_to_point( plane, cnt ) > limDepth ){
|
|
reverse = plane3_flipped( plane );
|
|
reverse.dist() += clipDepth;
|
|
}
|
|
}
|
|
}
|
|
else{ //normal backplane
|
|
reverse = plane3_flipped( plane );
|
|
reverse.dist() += 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;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, 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++ )
|
|
{
|
|
nrm = points[(j+1)%3] - points[ j ];
|
|
Enorm[ j ] = VectorNormalized( vector3_cross( plane.normal(), nrm ) );
|
|
Enorm[ j ] += plane.normal();
|
|
VectorNormalize( Enorm[ j ] );
|
|
/* make side planes */
|
|
p[j].normal() = VectorNormalized( vector3_cross( Enorm[ j ], nrm ) );
|
|
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
|
//snap nearly axial side planes
|
|
snpd = false;
|
|
for ( k = 0; k < 3; k++ )
|
|
{
|
|
if ( fabs( p[j].normal()[k] ) < 0.00025 && p[j].normal()[k] != 0.0 ){
|
|
p[j].normal()[k] = 0.0;
|
|
snpd = true;
|
|
}
|
|
}
|
|
if ( snpd ){
|
|
VectorNormalize( p[j].normal() );
|
|
p[j].dist() = vector3_dot( ( points[j] + points[(j+1)%3] ) / 2.0, p[j].normal() );
|
|
}
|
|
}
|
|
|
|
/* make back plane */
|
|
reverse = plane3_flipped( plane );
|
|
reverse.dist() += clipDepth;
|
|
|
|
/* set up brush sides */
|
|
buildBrush->numsides = 5;
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, 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++ )
|
|
{
|
|
/* copy normal */
|
|
Vnorm[ j ] = ds->verts[ ds->indexes[ i + j ] ].normal;
|
|
}
|
|
|
|
//avg normals for side planes
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
Enorm[ j ] = VectorNormalized( Vnorm[ j ] + Vnorm[ (j+1)%3 ] );
|
|
//check fuer bad ones
|
|
nrm = VectorNormalized( vector3_cross( plane.normal(), points[(j+1)%3] - points[ j ] ) );
|
|
//check for negative or outside direction
|
|
if ( vector3_dot( Enorm[ j ], plane.normal() ) > 0.1 ){
|
|
if ( ( vector3_dot( Enorm[ j ], nrm ) > -0.2 ) || ( spawnFlags & 256 ) ){
|
|
//ok++;
|
|
continue;
|
|
}
|
|
}
|
|
//notok++;
|
|
//Sys_Printf( "faulty Enormal %i/%i\n", notok, ok );
|
|
//use 45 normal
|
|
Enorm[ j ] = plane.normal() + nrm;
|
|
VectorNormalize( Enorm[ j ] );
|
|
}
|
|
|
|
/* make side planes */
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
p[j].normal() = VectorNormalized( vector3_cross( Enorm[ j ], points[(j+1)%3] - points[j] ) );
|
|
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
|
//snap nearly axial side planes
|
|
snpd = false;
|
|
for ( k = 0; k < 3; k++ )
|
|
{
|
|
if ( fabs( p[j].normal()[k] ) < 0.00025 && p[j].normal()[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].normal()[k] = 0.0;
|
|
snpd = true;
|
|
}
|
|
}
|
|
if ( snpd ){
|
|
VectorNormalize( p[j].normal() );
|
|
//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]);
|
|
p[j].dist() = vector3_dot( ( points[j] + points[(j+1)%3] ) / 2.0, p[j].normal() );
|
|
//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 */
|
|
reverse = plane3_flipped( plane );
|
|
reverse.dist() += clipDepth;
|
|
|
|
/* set up brush sides */
|
|
buildBrush->numsides = 5;
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, 0, NULL );
|
|
}
|
|
|
|
|
|
else if ( spf == 8 ){ //EXTRUDE_FACE_NORMALS
|
|
|
|
/* make side planes */
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
p[j].normal() = VectorNormalized( vector3_cross( plane.normal(), points[(j+1)%3] - points[j] ) );
|
|
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
|
//snap nearly axial side planes
|
|
snpd = false;
|
|
for ( k = 0; k < 3; k++ )
|
|
{
|
|
if ( fabs( p[j].normal()[k] ) < 0.00025 && p[j].normal()[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].normal()[k] = 0.0;
|
|
snpd = true;
|
|
}
|
|
}
|
|
if ( snpd ){
|
|
VectorNormalize( p[j].normal() );
|
|
//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]);
|
|
cnt = ( points[j] + points[(j+1)%3] ) / 2.0;
|
|
p[j].dist() = vector3_dot( cnt, p[j].normal() );
|
|
//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 */
|
|
reverse = plane3_flipped( plane );
|
|
reverse.dist() += 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;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, 0, NULL );
|
|
}
|
|
|
|
|
|
else if ( spf == 256 ){ //PYRAMIDAL_CLIP
|
|
|
|
/* calculate center */
|
|
cnt = ( points[0] + points[1] + points[2] ) / 3.0;
|
|
|
|
/* make back pyramid point */
|
|
cnt -= plane.normal() * clipDepth;
|
|
|
|
/* 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].a != 0.0 || p[0].b != 0.0 ) && fabs( p[0].a ) < 0.00025 && fabs( p[0].b ) < 0.00025) ||
|
|
(( p[0].a != 0.0 || p[0].c != 0.0 ) && fabs( p[0].a ) < 0.00025 && fabs( p[0].c ) < 0.00025) ||
|
|
(( p[0].c != 0.0 || p[0].b != 0.0 ) && fabs( p[0].c ) < 0.00025 && fabs( p[0].b ) < 0.00025) ||
|
|
(( p[1].a != 0.0 || p[1].b != 0.0 ) && fabs( p[1].a ) < 0.00025 && fabs( p[1].b ) < 0.00025) ||
|
|
(( p[1].a != 0.0 || p[1].c != 0.0 ) && fabs( p[1].a ) < 0.00025 && fabs( p[1].c ) < 0.00025) ||
|
|
(( p[1].c != 0.0 || p[1].b != 0.0 ) && fabs( p[1].c ) < 0.00025 && fabs( p[1].b ) < 0.00025) ||
|
|
(( p[2].a != 0.0 || p[2].b != 0.0 ) && fabs( p[2].a ) < 0.00025 && fabs( p[2].b ) < 0.00025) ||
|
|
(( p[2].a != 0.0 || p[2].c != 0.0 ) && fabs( p[2].a ) < 0.00025 && fabs( p[2].c ) < 0.00025) ||
|
|
(( p[2].c != 0.0 || p[2].b != 0.0 ) && fabs( p[2].c ) < 0.00025 && fabs( p[2].b ) < 0.00025) ) {
|
|
cnt -= plane.normal() * 0.1f;
|
|
// 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] );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
/* set up brush sides */
|
|
buildBrush->numsides = 4;
|
|
buildBrush->sides[ 0 ].shaderInfo = si;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 1 ] ); // p[0] contains points[1] and points[2]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 0 ] ); // p[1] contains points[0] and points[1]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
}
|
|
else
|
|
{
|
|
Sys_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
|
|
bestNormal = plane.normal();
|
|
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 );
|
|
|
|
/* make side planes */
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
p[j].normal() = VectorNormalized( vector3_cross( bestNormal, points[(j+1)%3] - points[j] ) );
|
|
p[j].dist() = vector3_dot( points[j], p[j].normal() );
|
|
}
|
|
|
|
/* make back plane */
|
|
reverse = plane3_flipped( plane );
|
|
reverse.dist() += vector3_dot( bestNormal, plane.normal() ) * 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;
|
|
buildBrush->sides[ 0 ].surfaceFlags = si->surfaceFlags;
|
|
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
|
|
}
|
|
}
|
|
points[3] = points[0]; // for cyclic usage
|
|
|
|
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, 3, points );
|
|
buildBrush->sides[ 1 ].planenum = FindFloatPlane( p[0], 2, &points[ 0 ] ); // p[0] contains points[0] and points[1]
|
|
buildBrush->sides[ 2 ].planenum = FindFloatPlane( p[1], 2, &points[ 1 ] ); // p[1] contains points[1] and points[2]
|
|
buildBrush->sides[ 3 ].planenum = FindFloatPlane( p[2], 2, &points[ 2 ] ); // p[2] contains points[2] and points[0] (copied to points[3]
|
|
buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, 0, NULL );
|
|
}
|
|
|
|
|
|
/* add to entity */
|
|
if ( CreateBrushWindings( buildBrush ) ) {
|
|
AddBrushBevels();
|
|
//% EmitBrushes( buildBrush, NULL, NULL );
|
|
buildBrush->next = entities[ mapEntityNum ].brushes;
|
|
entities[ mapEntityNum ].brushes = buildBrush;
|
|
entities[ mapEntityNum ].numBrushes++;
|
|
}
|
|
else{
|
|
Sys_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_Warning( "nonexistent clipping mode selected\n" );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
AddTriangleModels()
|
|
adds misc_model surfaces to the bsp
|
|
*/
|
|
|
|
void AddTriangleModels( entity_t *eparent ){
|
|
/* note it */
|
|
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
|
|
|
|
/* get current brush entity targetname */
|
|
const char *targetName;
|
|
if ( eparent == &entities[0] ) {
|
|
targetName = "";
|
|
}
|
|
else{ /* misc_model entities target non-worldspawn brush model entities */
|
|
if ( !eparent->read_keyvalue( targetName, "targetname" ) ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* walk the entity list */
|
|
for ( std::size_t i = 1; i < entities.size(); ++i )
|
|
{
|
|
/* get entity */
|
|
entity_t *e = &entities[ i ];
|
|
|
|
/* convert misc_models into raw geometry */
|
|
if ( !e->classname_is( "misc_model" ) ) {
|
|
continue;
|
|
}
|
|
|
|
/* ydnar: added support for md3 models on non-worldspawn models */
|
|
if ( !strEqual( e->valueForKey( "target" ), targetName ) ) {
|
|
continue;
|
|
}
|
|
|
|
/* get model name */
|
|
const char *model;
|
|
if ( !e->read_keyvalue( model, "model" ) ) {
|
|
Sys_Warning( "entity#%d misc_model without a model key\n", e->mapEntityNum );
|
|
continue;
|
|
}
|
|
|
|
/* get model frame */
|
|
const int frame = e->intForKey( "_frame", "frame" );
|
|
|
|
int castShadows, recvShadows;
|
|
if ( eparent == &entities[0] ) { /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
|
|
castShadows = WORLDSPAWN_CAST_SHADOWS;
|
|
recvShadows = WORLDSPAWN_RECV_SHADOWS;
|
|
}
|
|
else{ /* other entities don't cast any shadows, but recv worldspawn shadows */
|
|
castShadows = ENTITY_CAST_SHADOWS;
|
|
recvShadows = ENTITY_RECV_SHADOWS;
|
|
}
|
|
|
|
/* get explicit shadow flags */
|
|
GetEntityShadowFlags( e, eparent, &castShadows, &recvShadows );
|
|
|
|
/* get spawnflags */
|
|
const int spawnFlags = e->intForKey( "spawnflags" );
|
|
|
|
/* get origin */
|
|
const Vector3 origin = e->vectorForKey( "origin" ) - eparent->origin; /* offset by parent */
|
|
|
|
/* get scale */
|
|
Vector3 scale( 1 );
|
|
if( !e->read_keyvalue( scale, "modelscale_vec" ) )
|
|
if( e->read_keyvalue( scale[0], "modelscale" ) )
|
|
scale[1] = scale[2] = scale[0];
|
|
|
|
/* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */
|
|
const char *value;
|
|
Vector3 angles( 0 );
|
|
if ( !e->read_keyvalue( value, "angles" ) ||
|
|
3 != sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] ) )
|
|
e->read_keyvalue( angles[ 2 ], "angle" );
|
|
|
|
/* set transform matrix (thanks spog) */
|
|
Matrix4 transform( g_matrix4_identity );
|
|
matrix4_transform_by_euler_xyz_degrees( transform, origin, angles, scale );
|
|
|
|
/* get shader remappings */
|
|
std::list<remap_t> remaps;
|
|
for ( const auto& ep : e->epairs )
|
|
{
|
|
/* look for keys prefixed with "_remap" */
|
|
if ( striEqualPrefix( ep.key.c_str(), "_remap" ) ) {
|
|
/* create new remapping */
|
|
remap_t remap;
|
|
strcpy( remap.from, ep.value.c_str() );
|
|
|
|
/* split the string */
|
|
char *split = strchr( remap.from, ';' );
|
|
if ( split == NULL ) {
|
|
Sys_Warning( "Shader _remap key found in misc_model without a ; character: '%s'\n", remap.from );
|
|
continue;
|
|
}
|
|
else if( split == remap.from ){
|
|
Sys_Warning( "_remap FROM is empty in '%s'\n", remap.from );
|
|
continue;
|
|
}
|
|
else if( strEmpty( split + 1 ) ){
|
|
Sys_Warning( "_remap TO is empty in '%s'\n", remap.from );
|
|
continue;
|
|
}
|
|
else if( strlen( split + 1 ) >= sizeof( remap.to ) ){
|
|
Sys_Warning( "_remap TO is too long in '%s'\n", remap.from );
|
|
continue;
|
|
}
|
|
|
|
/* store the split */
|
|
strClear( split );
|
|
strcpy( remap.to, ( split + 1 ) );
|
|
remaps.push_back( remap );
|
|
|
|
/* note it */
|
|
//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
|
|
}
|
|
}
|
|
|
|
/* ydnar: cel shader support */
|
|
shaderInfo_t *celShader;
|
|
if( e->read_keyvalue( value, "_celshader" ) ||
|
|
entities[ 0 ].read_keyvalue( value, "_celshader" ) ){
|
|
celShader = ShaderInfoForShader( String64()( "textures/", value ) );
|
|
}
|
|
else{
|
|
celShader = globalCelShader.empty() ? NULL : ShaderInfoForShader( globalCelShader );
|
|
}
|
|
|
|
/* jal : entity based _samplesize */
|
|
const int lightmapSampleSize = std::max( 0, e->intForKey( "_lightmapsamplesize", "_samplesize", "_ss" ) );
|
|
if ( lightmapSampleSize != 0 )
|
|
Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize );
|
|
|
|
/* get lightmap scale */
|
|
const float lightmapScale = std::max( 0.f, e->floatForKey( "lightmapscale", "_lightmapscale", "_ls" ) );
|
|
if ( lightmapScale != 0 )
|
|
Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale );
|
|
|
|
/* jal : entity based _shadeangle */
|
|
const float shadeAngle = std::max( 0.f, e->floatForKey( "_shadeangle",
|
|
"_smoothnormals", "_sn", "_sa", "_smooth" ) ); /* vortex' aliases */
|
|
if ( shadeAngle != 0 )
|
|
Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );
|
|
|
|
const int skin = e->intForKey( "_skin", "skin" );
|
|
|
|
float clipDepth = clipDepthGlobal;
|
|
if ( e->read_keyvalue( clipDepth, "_clipdepth" ) )
|
|
Sys_Printf( "misc_model %s has autoclip depth of %.3f\n", model, clipDepth );
|
|
|
|
|
|
/* insert the model */
|
|
InsertModel( model, skin, frame, transform, &remaps, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle, clipDepth );
|
|
}
|
|
|
|
}
|