netradiant-custom/tools/quake3/q3map2/model.cpp

1509 lines
50 KiB
C++

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define MODEL_C
/* dependencies */
#include "q3map2.h"
/*
PicoPrintFunc()
callback for picomodel.lib
*/
void PicoPrintFunc( int level, const char *str ){
if ( str == NULL ) {
return;
}
switch ( level )
{
case PICO_NORMAL:
Sys_Printf( "%s\n", str );
break;
case PICO_VERBOSE:
Sys_FPrintf( SYS_VRB, "%s\n", str );
break;
case PICO_WARNING:
Sys_Warning( "%s\n", str );
break;
case PICO_ERROR:
Sys_FPrintf( SYS_WRN, "ERROR: %s\n", str ); /* let it be a warning, since radiant stops monitoring on error message flag */
break;
case PICO_FATAL:
Error( "ERROR: %s\n", str );
break;
}
}
/*
PicoLoadFileFunc()
callback for picomodel.lib
*/
void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize ){
*bufSize = vfsLoadFile( name, (void**) buffer, 0 );
}
/*
FindModel() - ydnar
finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/
picoModel_t *FindModel( const char *name, int frame ){
int i;
/* init */
if ( numPicoModels <= 0 ) {
memset( picoModels, 0, sizeof( picoModels ) );
}
/* dummy check */
if ( strEmptyOrNull( name ) ) {
return NULL;
}
/* search list */
for ( i = 0; i < MAX_MODELS; i++ )
{
if ( picoModels[ i ] != NULL &&
strEqual( PicoGetModelName( picoModels[ i ] ), name ) &&
PicoGetModelFrameNum( picoModels[ i ] ) == frame ) {
return picoModels[ i ];
}
}
/* no matching picoModel found */
return NULL;
}
/*
LoadModel() - ydnar
loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/
picoModel_t *LoadModel( const char *name, int frame ){
int i;
picoModel_t *model, **pm;
/* init */
if ( numPicoModels <= 0 ) {
memset( picoModels, 0, sizeof( picoModels ) );
}
/* dummy check */
if ( strEmptyOrNull( name ) ) {
return NULL;
}
/* try to find existing picoModel */
model = FindModel( name, frame );
if ( model != NULL ) {
return model;
}
/* none found, so find first non-null picoModel */
pm = NULL;
for ( i = 0; i < MAX_MODELS; i++ )
{
if ( picoModels[ i ] == NULL ) {
pm = &picoModels[ i ];
break;
}
}
/* too many picoModels? */
if ( pm == NULL ) {
Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
}
/* attempt to parse model */
*pm = PicoLoadModel( name, frame );
/* if loading failed, make a bogus model to silence the rest of the warnings */
if ( *pm == NULL ) {
/* allocate a new model */
*pm = PicoNewModel();
if ( *pm == NULL ) {
return NULL;
}
/* set data */
PicoSetModelName( *pm, name );
PicoSetModelFrameNum( *pm, frame );
}
/* debug code */
#if 0
{
int numSurfaces, numVertexes;
picoSurface_t *ps;
Sys_Printf( "Model %s\n", name );
numSurfaces = PicoGetModelNumSurfaces( *pm );
for ( i = 0; i < numSurfaces; i++ )
{
ps = PicoGetModelSurface( *pm, i );
numVertexes = PicoGetSurfaceNumVertexes( ps );
Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
}
}
#endif
/* set count */
if ( *pm != NULL ) {
numPicoModels++;
}
/* return the picoModel */
return *pm;
}
/*
InsertModel() - ydnar
adds a picomodel into the bsp
*/
void InsertModel( const char *name, int skin, int frame, m4x4_t 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 ){
int i, j, s, k, numSurfaces;
m4x4_t identity, nTransform;
picoModel_t *model;
picoSurface_t *surface;
shaderInfo_t *si;
mapDrawSurface_t *ds;
bspDrawVert_t *dv;
const char *picoShaderName;
picoVec_t *xyz, *normal, *st;
byte *color;
picoIndex_t *indexes;
char *skinfilecontent;
int skinfilesize;
char *skinfileptr, *skinfilenextptr;
//int ok=0, notok=0;
int spf = ( spawnFlags & 8088 );
float limDepth=0;
if ( clipDepth < 0 ){
limDepth = -clipDepth;
clipDepth = 2.0;
}
/* get model */
model = LoadModel( name, frame );
if ( model == NULL ) {
return;
}
/* load skin file */
auto skinfilename = StringOutputStream(99)( PathExtensionless( name ), '_', skin, ".skin" );
skinfilesize = vfsLoadFile( skinfilename.c_str(), (void**) &skinfilecontent, 0 );
if ( skinfilesize < 0 && skin != 0 ) {
/* fallback to skin 0 if invalid */
skinfilename( PathExtensionless( name ), "_0.skin" );
skinfilesize = vfsLoadFile( skinfilename.c_str(), (void**) &skinfilecontent, 0 );
if ( skinfilesize >= 0 ) {
Sys_Printf( "Skin %d of %s does not exist, using 0 instead\n", skin, name );
}
}
std::list<remap_t> skins;
if ( skinfilesize >= 0 ) {
Sys_Printf( "Using skin %d of %s\n", skin, name );
for ( skinfileptr = skinfilecontent; !strEmpty( skinfileptr ); skinfileptr = skinfilenextptr )
{
// for fscanf
char format[64];
skinfilenextptr = strchr( skinfileptr, '\r' );
if ( skinfilenextptr != NULL ) {
strClear( skinfilenextptr++ );
}
else
{
skinfilenextptr = strchr( skinfileptr, '\n' );
if ( skinfilenextptr != NULL ) {
strClear( skinfilenextptr++ );
}
else{
skinfilenextptr = skinfileptr + strlen( skinfileptr );
}
}
/* create new item */
remap_t skin;
sprintf( format, "replace %%%ds %%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 );
if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) {
skins.push_back( skin );
continue;
}
sprintf( format, " %%%d[^, ] ,%%%ds", (int)sizeof( skin.from ) - 1, (int)sizeof( skin.to ) - 1 );
if ( sscanf( skinfileptr, format, skin.from, skin.to ) == 2 ) {
skins.push_back( skin );
continue;
}
/* invalid input line -> discard skin struct */
Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename, skinfileptr );
}
free( skinfilecontent );
}
/* handle null matrix */
if ( transform == NULL ) {
m4x4_identity( identity );
transform = identity;
}
/* hack: Stable-1_2 and trunk have differing row/column major matrix order
this transpose is necessary with Stable-1_2
uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
//% m4x4_transpose( transform );
/* create transform matrix for normals */
memcpy( nTransform, transform, sizeof( m4x4_t ) );
if ( m4x4_invert( nTransform ) ) {
Sys_FPrintf( SYS_WRN | SYS_VRBflag, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
}
m4x4_transpose( nTransform );
/* fix bogus lightmap scale */
if ( lightmapScale <= 0.0f ) {
lightmapScale = 1.0f;
}
/* fix bogus shade angle */
if ( shadeAngle <= 0.0f ) {
shadeAngle = 0.0f;
}
/* each surface on the model will become a new map drawsurface */
numSurfaces = PicoGetModelNumSurfaces( model );
//% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
for ( s = 0; s < numSurfaces; s++ )
{
/* get surface */
surface = PicoGetModelSurface( model, s );
if ( surface == NULL ) {
continue;
}
/* only handle triangle surfaces initially (fixme: support patches) */
if ( PicoGetSurfaceType( surface ) != PICO_TRIANGLES ) {
continue;
}
/* get shader name */
if ( !( picoShaderName = PicoGetShaderName( PicoGetSurfaceShader( surface ) ) ) ) {
picoShaderName = "";
}
/* handle .skin file */
if ( !skins.empty() ) {
picoShaderName = NULL;
for( const auto& skin : skins )
{
if ( striEqual( surface->name, skin.from ) ) {
Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface->name, skin.to );
picoShaderName = skin.to;
break;
}
}
if ( picoShaderName == NULL ) {
Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface->name );
continue;
}
}
/* handle shader remapping */
if( remaps != NULL ){
const char* to = NULL;
size_t fromlen = 0;
for( const auto& rm : *remaps )
{
if ( strEqual( rm.from, "*" ) && fromlen == 0 ) { // only globbing, if no respective match
to = rm.to;
}
else if( striEqualSuffix( picoShaderName, rm.from ) && strlen( rm.from ) > fromlen ){ // longer match has priority
to = rm.to;
fromlen = strlen( rm.from );
}
}
if( to != NULL ){
Sys_FPrintf( SYS_VRB, ( fromlen == 0? "Globbing '%s' to '%s'\n" : "Remapping '%s' to '%s'\n" ), picoShaderName, to );
picoShaderName = to;
}
}
/* shader renaming for sof2 */
if ( renameModelShaders ) {
auto shaderName = String64()( PathExtensionless( picoShaderName ) );
if ( spawnFlags & 1 ) {
shaderName << "_RMG_BSP";
}
else{
shaderName << "_BSP";
}
si = ShaderInfoForShader( shaderName );
}
else{
si = ShaderInfoForShader( picoShaderName );
}
/* allocate a surface (ydnar: gs mods) */
ds = AllocDrawSurface( SURFACE_TRIANGLES );
ds->entityNum = eNum;
ds->castShadows = castShadows;
ds->recvShadows = recvShadows;
/* set shader */
ds->shaderInfo = si;
/* force to meta? */
if ( ( si != NULL && si->forceMeta ) || ( spawnFlags & 4 ) ) { /* 3rd bit */
ds->type = SURFACE_FORCED_META;
}
/* fix the surface's normals (jal: conditioned by shader info) */
if ( !( spawnFlags & 64 ) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) ) {
PicoFixSurfaceNormals( surface );
}
/* set sample size */
if ( lightmapSampleSize > 0.0f ) {
ds->sampleSize = lightmapSampleSize;
}
/* set lightmap scale */
if ( lightmapScale > 0.0f ) {
ds->lightmapScale = lightmapScale;
}
/* set shading angle */
if ( shadeAngle > 0.0f ) {
ds->shadeAngleDegrees = shadeAngle;
}
/* set particulars */
ds->numVerts = PicoGetSurfaceNumVertexes( surface );
ds->verts = safe_calloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
ds->indexes = safe_calloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
/* copy vertexes */
for ( i = 0; i < ds->numVerts; i++ )
{
/* get vertex */
dv = &ds->verts[ i ];
/* xyz and normal */
xyz = PicoGetSurfaceXYZ( surface, i );
VectorCopy( xyz, dv->xyz );
m4x4_transform_point( transform, dv->xyz );
normal = PicoGetSurfaceNormal( surface, i );
VectorCopy( normal, dv->normal );
m4x4_transform_normal( nTransform, dv->normal );
VectorNormalize( dv->normal, dv->normal );
/* ydnar: tek-fu celshading support for flat shaded shit */
if ( flat ) {
dv->st[ 0 ] = si->stFlat[ 0 ];
dv->st[ 1 ] = si->stFlat[ 1 ];
}
/* ydnar: gs mods: added support for explicit shader texcoord generation */
else if ( si->tcGen ) {
/* project the texture */
dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
}
/* normal texture coordinates */
else
{
st = PicoGetSurfaceST( surface, 0, i );
dv->st[ 0 ] = st[ 0 ];
dv->st[ 1 ] = st[ 1 ];
}
/* set lightmap/color bits */
color = PicoGetSurfaceColor( surface, 0, i );
for ( j = 0; j < MAX_LIGHTMAPS; j++ )
{
dv->lightmap[ j ][ 0 ] = 0.0f;
dv->lightmap[ j ][ 1 ] = 0.0f;
if ( spawnFlags & 32 ) { // spawnflag 32: model color -> alpha hack
dv->color[ j ][ 0 ] = 255.0f;
dv->color[ j ][ 1 ] = 255.0f;
dv->color[ j ][ 2 ] = 255.0f;
dv->color[ j ][ 3 ] = RGBTOGRAY( color );
}
else
{
dv->color[ j ][ 0 ] = color[ 0 ];
dv->color[ j ][ 1 ] = color[ 1 ];
dv->color[ j ][ 2 ] = color[ 2 ];
dv->color[ j ][ 3 ] = color[ 3 ];
}
}
}
/* copy indexes */
indexes = PicoGetSurfaceIndexes( surface, 0 );
for ( i = 0; i < ds->numIndexes; i++ )
ds->indexes[ i ] = indexes[ i ];
/* set cel shader */
ds->celShader = celShader;
/* ydnar: giant hack land: generate clipping brushes for model triangles */
if ( ( si->clipModel && !( spf ) ) || //default CLIPMODEL
( ( spawnFlags & 8090 ) == 2 ) || //default CLIPMODEL
( spf == 8 ) || //EXTRUDE_FACE_NORMALS
( spf == 16 ) || //EXTRUDE_TERRAIN
( spf == 128 ) || //EXTRUDE_VERTEX_NORMALS
( spf == 256 ) || //PYRAMIDAL_CLIP
( spf == 512 ) || //EXTRUDE_DOWNWARDS
( spf == 1024 ) || //EXTRUDE_UPWARDS
( spf == 4096 ) || //default CLIPMODEL + AXIAL_BACKPLANE
( spf == 264 ) || //EXTRUDE_FACE_NORMALS+PYRAMIDAL_CLIP (extrude 45)
( spf == 2064 ) || //EXTRUDE_TERRAIN+MAX_EXTRUDE
( spf == 4112 ) || //EXTRUDE_TERRAIN+AXIAL_BACKPLANE
( spf == 384 ) || //EXTRUDE_VERTEX_NORMALS + PYRAMIDAL_CLIP - vertex normals + don't check for sides, sticking outwards
( spf == 4352 ) || //PYRAMIDAL_CLIP+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
vec3_t points[ 4 ], cnt, bestNormal, nrm, Vnorm[3], Enorm[3];
vec4_t plane, reverse, p[3];
double normalEpsilon_save;
bool snpd;
vec3_t min = { 999999, 999999, 999999 }, max = { -999999, -999999, -999999 };
vec3_t avgDirection = { 0, 0, 0 };
int axis;
#define nonax_clip_dbg 0
/* temp hack */
if ( !si->clipModel && !( si->compileFlags & C_SOLID ) ) {
continue;
}
//wont snap these in normal way, or will explode
normalEpsilon_save = normalEpsilon;
//normalEpsilon = 0.000001;
//MAX_EXTRUDE or EXTRUDE_TERRAIN
if ( ( spawnFlags & 2048 ) || ( spawnFlags & 16 ) ){
for ( i = 0; i < ds->numIndexes; i += 3 )
{
for ( j = 0; j < 3; j++ )
{
dv = &ds->verts[ ds->indexes[ i + j ] ];
VectorCopy( dv->xyz, points[ j ] );
}
if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ){
if ( spawnFlags & 16 ) VectorAdd( avgDirection, plane, avgDirection ); //calculate average mesh facing direction
//get min/max
for ( k = 2; k > -1; k-- ){
if ( plane[k] > 0 ){
for ( j = 0; j < 3; j++ ){ if ( points[j][k] < min[k] ) min[k] = points[j][k]; }
}
else if ( plane[k] < 0 ){
for ( j = 0; j < 3; j++ ){ if ( points[j][k] > max[k] ) max[k] = points[j][k]; }
}
//if EXTRUDE_DOWNWARDS or EXTRUDE_UPWARDS
if ( ( spawnFlags & 512 ) || ( spawnFlags & 1024 ) ){
break;
}
}
}
}
//unify avg direction
if ( spawnFlags & 16 ){
for ( j = 0; j < 3; j++ ){
if ( fabs(avgDirection[j]) > fabs(avgDirection[(j+1)%3]) ){
avgDirection[(j+1)%3] = 0.0;
axis = j;
}
else {
avgDirection[j] = 0.0;
}
}
if ( VectorNormalize( avgDirection, avgDirection ) == 0 ){
axis = 2;
VectorSet( avgDirection, 0, 0, 1 );
}
}
}
/* 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++ )
{
/* get vertex */
dv = &ds->verts[ ds->indexes[ i + j ] ];
/* copy xyz */
VectorCopy( dv->xyz, points[ j ] );
}
/* make plane for triangle */
if ( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ) {
/* 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[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];
snpd = true;
break;
}
}
//snap pairs of points to prevent bad side planes
for ( j=0; j<3; j++ )
{
VectorSubtract( points[j], points[(j+1)%3], nrm );
VectorNormalize( nrm, nrm );
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[ 0 ], points[ 1 ], points[ 2 ] );
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[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 = true;
}
}
//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] );
}
/* sanity check */
{
vec3_t d1, d2, normaL;
VectorSubtract( points[1], points[0], d1 );
VectorSubtract( points[2], points[0], d2 );
CrossProduct( d2, d1, normaL );
/* https://en.wikipedia.org/wiki/Cross_product#Geometric_meaning
cross( a, b ).length = a.length b.length sin( angle ) */
const double lengthsSquared = ( d1[0] * d1[0] + d1[1] * d1[1] + d1[2] * d1[2] ) * ( d2[0] * d2[0] + d2[1] * d2[1] + d2[2] * d2[2] );
if ( lengthsSquared == 0 || fabs( ( normaL[0] * normaL[0] + normaL[1] * normaL[1] + normaL[2] * normaL[2] ) / 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[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;
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
}
}
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;
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
}
}
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 == 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 = false;
for ( k = 0; k < 3; k++ )
{
if ( fabs(p[j][k]) < 0.00025 && p[j][k] != 0.0 ){
p[j][k] = 0.0;
snpd = true;
}
}
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;
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
}
}
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 = false;
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 = true;
}
}
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;
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
}
}
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 = false;
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 = true;
}
}
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;
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
}
}
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] );
}
}
}
#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
}
}
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_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;
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
}
}
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 );
}
/* 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 ( !ENT_READKV( &targetName, eparent, "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 ( !ent_class_is( e, "misc_model" ) ) {
continue;
}
/* ydnar: added support for md3 models on non-worldspawn models */
if ( !strEqual( ValueForKey( e, "target" ), targetName ) ) {
continue;
}
/* get model name */
const char *model;
if ( !ENT_READKV( &model, e, "model" ) ) {
Sys_Warning( "entity#%d misc_model without a model key\n", e->mapEntityNum );
continue;
}
/* get model frame */
const int frame = IntForKey( e, "_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 = IntForKey( e, "spawnflags" );
/* get origin */
vec3_t origin;
GetVectorForKey( e, "origin", origin );
VectorSubtract( origin, eparent->origin, origin ); /* offset by parent */
/* get scale */
vec3_t scale = { 1.f, 1.f, 1.f };
if( !ENT_READKV( &scale, e, "modelscale_vec" ) )
if( ENT_READKV( &scale[0], e, "modelscale" ) )
scale[1] = scale[2] = scale[0];
/* get "angle" (yaw) or "angles" (pitch yaw roll), store as (roll pitch yaw) */
const char *value;
vec3_t angles = { 0.f, 0.f, 0.f };
if ( !ENT_READKV( &value, e, "angles" ) ||
3 != sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] ) )
ENT_READKV( &angles[ 2 ], e, "angle" );
/* set transform matrix (thanks spog) */
m4x4_t transform;
m4x4_identity( transform );
m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
/* get shader remappings */
std::list<remap_t> remaps;
for ( epair_t *ep = e->epairs; ep != NULL; ep = ep->next )
{
/* look for keys prefixed with "_remap" */
if ( !strEmptyOrNull( ep->key ) && !strEmptyOrNull( ep->value ) &&
striEqualPrefix( ep->key, "_remap" ) ) {
/* create new remapping */
remap_t remap;
strcpy( remap.from, ep->value );
/* 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( ENT_READKV( &value, e, "_celshader" ) ||
ENT_READKV( &value, &entities[ 0 ], "_celshader" ) ){
celShader = ShaderInfoForShader( String64()( "textures/", value ) );
}
else{
celShader = globalCelShader.empty() ? NULL : ShaderInfoForShader( globalCelShader );
}
/* jal : entity based _samplesize */
int lightmapSampleSize = IntForKey( e, "_lightmapsamplesize", "_samplesize", "_ss" );
if ( lightmapSampleSize < 0 )
lightmapSampleSize = 0;
if ( lightmapSampleSize > 0 )
Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize );
/* get lightmap scale */
float lightmapScale = FloatForKey( e, "lightmapscale", "_lightmapscale", "_ls" );
if ( lightmapScale < 0.0f )
lightmapScale = 0.0f;
else if ( lightmapScale > 0.0f )
Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale );
/* jal : entity based _shadeangle */
float shadeAngle = FloatForKey( e, "_shadeangle",
"_smoothnormals", "_sn", "_sa", "_smooth" ); /* vortex' aliases */
if ( shadeAngle < 0.0f )
shadeAngle = 0.0f;
else if ( shadeAngle > 0.0f )
Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );
const int skin = IntForKey( e, "_skin", "skin" );
float clipDepth = clipDepthGlobal;
if ( ENT_READKV( &clipDepth, e, "_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 );
}
}