mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-11 13:11:14 +00:00
663 lines
17 KiB
C++
663 lines
17 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code 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 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../../idlib/precompiled.h"
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#pragma hdrstop
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#include "dmap.h"
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/*
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T junction fixing never creates more xyz points, but
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new vertexes will be created when different surfaces
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cause a fix
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The vertex cleaning accomplishes two goals: removing extranious low order
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bits to avoid numbers like 1.000001233, and grouping nearby vertexes
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together. Straight truncation accomplishes the first foal, but two vertexes
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only a tiny epsilon apart could still be spread to different snap points.
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To avoid this, we allow the merge test to group points together that
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snapped to neighboring integer coordinates.
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Snaping verts can drag some triangles backwards or collapse them to points,
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which will cause them to be removed.
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When snapping to ints, a point can move a maximum of sqrt(3)/2 distance
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Two points that were an epsilon apart can then become sqrt(3) apart
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A case that causes recursive overflow with point to triangle fixing:
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A
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C D
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B
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Triangle ABC tests against point D and splits into triangles ADC and DBC
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Triangle DBC then tests against point A again and splits into ABC and ADB
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infinite recursive loop
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For a given source triangle
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init the no-check list to hold the three triangle hashVerts
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recursiveFixTriAgainstHash
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recursiveFixTriAgainstHashVert_r
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if hashVert is on the no-check list
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exit
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if the hashVert should split the triangle
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add to the no-check list
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recursiveFixTriAgainstHash(a)
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recursiveFixTriAgainstHash(b)
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*/
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#define SNAP_FRACTIONS 32
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//#define SNAP_FRACTIONS 8
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//#define SNAP_FRACTIONS 1
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#define VERTEX_EPSILON ( 1.0 / SNAP_FRACTIONS )
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#define COLINEAR_EPSILON ( 1.8 * VERTEX_EPSILON )
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#define HASH_BINS 16
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typedef struct hashVert_s {
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struct hashVert_s *next;
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idVec3 v;
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int iv[3];
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} hashVert_t;
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static idBounds hashBounds;
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static idVec3 hashScale;
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static hashVert_t *hashVerts[HASH_BINS][HASH_BINS][HASH_BINS];
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static int numHashVerts, numTotalVerts;
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static int hashIntMins[3], hashIntScale[3];
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/*
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===============
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GetHashVert
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Also modifies the original vert to the snapped value
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===============
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*/
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struct hashVert_s *GetHashVert( idVec3 &v ) {
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int iv[3];
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int block[3];
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int i;
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hashVert_t *hv;
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numTotalVerts++;
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// snap the vert to integral values
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for ( i = 0 ; i < 3 ; i++ ) {
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iv[i] = floor( ( v[i] + 0.5/SNAP_FRACTIONS ) * SNAP_FRACTIONS );
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block[i] = ( iv[i] - hashIntMins[i] ) / hashIntScale[i];
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if ( block[i] < 0 ) {
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block[i] = 0;
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} else if ( block[i] >= HASH_BINS ) {
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block[i] = HASH_BINS - 1;
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}
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}
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// see if a vertex near enough already exists
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// this could still fail to find a near neighbor right at the hash block boundary
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for ( hv = hashVerts[block[0]][block[1]][block[2]] ; hv ; hv = hv->next ) {
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#if 0
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if ( hv->iv[0] == iv[0] && hv->iv[1] == iv[1] && hv->iv[2] == iv[2] ) {
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VectorCopy( hv->v, v );
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return hv;
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}
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#else
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for ( i = 0 ; i < 3 ; i++ ) {
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int d;
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d = hv->iv[i] - iv[i];
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if ( d < -1 || d > 1 ) {
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break;
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}
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}
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if ( i == 3 ) {
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VectorCopy( hv->v, v );
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return hv;
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}
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#endif
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}
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// create a new one
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hv = (hashVert_t *)Mem_Alloc( sizeof( *hv ) );
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hv->next = hashVerts[block[0]][block[1]][block[2]];
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hashVerts[block[0]][block[1]][block[2]] = hv;
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hv->iv[0] = iv[0];
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hv->iv[1] = iv[1];
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hv->iv[2] = iv[2];
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hv->v[0] = (float)iv[0] / SNAP_FRACTIONS;
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hv->v[1] = (float)iv[1] / SNAP_FRACTIONS;
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hv->v[2] = (float)iv[2] / SNAP_FRACTIONS;
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VectorCopy( hv->v, v );
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numHashVerts++;
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return hv;
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}
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/*
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==================
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HashBlocksForTri
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Returns an inclusive bounding box of hash
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bins that should hold the triangle
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==================
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*/
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static void HashBlocksForTri( const mapTri_t *tri, int blocks[2][3] ) {
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idBounds bounds;
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int i;
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bounds.Clear();
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bounds.AddPoint( tri->v[0].xyz );
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bounds.AddPoint( tri->v[1].xyz );
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bounds.AddPoint( tri->v[2].xyz );
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// add a 1.0 slop margin on each side
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for ( i = 0 ; i < 3 ; i++ ) {
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blocks[0][i] = ( bounds[0][i] - 1.0 - hashBounds[0][i] ) / hashScale[i];
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if ( blocks[0][i] < 0 ) {
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blocks[0][i] = 0;
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} else if ( blocks[0][i] >= HASH_BINS ) {
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blocks[0][i] = HASH_BINS - 1;
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}
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blocks[1][i] = ( bounds[1][i] + 1.0 - hashBounds[0][i] ) / hashScale[i];
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if ( blocks[1][i] < 0 ) {
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blocks[1][i] = 0;
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} else if ( blocks[1][i] >= HASH_BINS ) {
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blocks[1][i] = HASH_BINS - 1;
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}
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}
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}
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/*
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=================
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HashTriangles
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Removes triangles that are degenerated or flipped backwards
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=================
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*/
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void HashTriangles( optimizeGroup_t *groupList ) {
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mapTri_t *a;
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int vert;
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int i;
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optimizeGroup_t *group;
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// clear the hash tables
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memset( hashVerts, 0, sizeof( hashVerts ) );
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numHashVerts = 0;
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numTotalVerts = 0;
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// bound all the triangles to determine the bucket size
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hashBounds.Clear();
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for ( group = groupList ; group ; group = group->nextGroup ) {
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for ( a = group->triList ; a ; a = a->next ) {
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hashBounds.AddPoint( a->v[0].xyz );
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hashBounds.AddPoint( a->v[1].xyz );
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hashBounds.AddPoint( a->v[2].xyz );
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}
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}
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// spread the bounds so it will never have a zero size
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for ( i = 0 ; i < 3 ; i++ ) {
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hashBounds[0][i] = floor( hashBounds[0][i] - 1 );
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hashBounds[1][i] = ceil( hashBounds[1][i] + 1 );
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hashIntMins[i] = hashBounds[0][i] * SNAP_FRACTIONS;
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hashScale[i] = ( hashBounds[1][i] - hashBounds[0][i] ) / HASH_BINS;
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hashIntScale[i] = hashScale[i] * SNAP_FRACTIONS;
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if ( hashIntScale[i] < 1 ) {
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hashIntScale[i] = 1;
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}
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}
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// add all the points to the hash buckets
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for ( group = groupList ; group ; group = group->nextGroup ) {
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// don't create tjunctions against discrete surfaces (blood decals, etc)
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if ( group->material != NULL && group->material->IsDiscrete() ) {
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continue;
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}
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for ( a = group->triList ; a ; a = a->next ) {
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for ( vert = 0 ; vert < 3 ; vert++ ) {
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a->hashVert[vert] = GetHashVert( a->v[vert].xyz );
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}
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}
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}
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}
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/*
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=================
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FreeTJunctionHash
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The optimizer may add some more crossing verts
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after t junction processing
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=================
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*/
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void FreeTJunctionHash( void ) {
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int i, j, k;
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hashVert_t *hv, *next;
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for ( i = 0 ; i < HASH_BINS ; i++ ) {
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for ( j = 0 ; j < HASH_BINS ; j++ ) {
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for ( k = 0 ; k < HASH_BINS ; k++ ) {
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for ( hv = hashVerts[i][j][k] ; hv ; hv = next ) {
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next = hv->next;
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Mem_Free( hv );
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}
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}
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}
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}
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memset( hashVerts, 0, sizeof( hashVerts ) );
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}
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/*
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==================
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FixTriangleAgainstHashVert
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Returns a list of two new mapTri if the hashVert is
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on an edge of the given mapTri, otherwise returns NULL.
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==================
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*/
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static mapTri_t *FixTriangleAgainstHashVert( const mapTri_t *a, const hashVert_t *hv ) {
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int i;
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const idDrawVert *v1, *v2, *v3;
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idDrawVert split;
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idVec3 dir;
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float len;
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float frac;
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mapTri_t *new1, *new2;
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idVec3 temp;
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float d, off;
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const idVec3 *v;
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idPlane plane1, plane2;
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v = &hv->v;
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// if the triangle already has this hashVert as a vert,
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// it can't be split by it
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if ( a->hashVert[0] == hv || a->hashVert[1] == hv || a->hashVert[2] == hv ) {
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return NULL;
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}
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// we probably should find the edge that the vertex is closest to.
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// it is possible to be < 1 unit away from multiple
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// edges, but we only want to split by one of them
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for ( i = 0 ; i < 3 ; i++ ) {
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v1 = &a->v[i];
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v2 = &a->v[(i+1)%3];
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v3 = &a->v[(i+2)%3];
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VectorSubtract( v2->xyz, v1->xyz, dir );
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len = dir.Normalize();
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// if it is close to one of the edge vertexes, skip it
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VectorSubtract( *v, v1->xyz, temp );
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d = DotProduct( temp, dir );
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if ( d <= 0 || d >= len ) {
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continue;
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}
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// make sure it is on the line
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VectorMA( v1->xyz, d, dir, temp );
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VectorSubtract( temp, *v, temp );
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off = temp.Length();
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if ( off <= -COLINEAR_EPSILON || off >= COLINEAR_EPSILON ) {
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continue;
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}
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// take the x/y/z from the splitter,
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// but interpolate everything else from the original tri
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VectorCopy( *v, split.xyz );
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frac = d / len;
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split.st[0] = v1->st[0] + frac * ( v2->st[0] - v1->st[0] );
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split.st[1] = v1->st[1] + frac * ( v2->st[1] - v1->st[1] );
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split.normal[0] = v1->normal[0] + frac * ( v2->normal[0] - v1->normal[0] );
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split.normal[1] = v1->normal[1] + frac * ( v2->normal[1] - v1->normal[1] );
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split.normal[2] = v1->normal[2] + frac * ( v2->normal[2] - v1->normal[2] );
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split.normal.Normalize();
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// split the tri
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new1 = CopyMapTri( a );
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new1->v[(i+1)%3] = split;
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new1->hashVert[(i+1)%3] = hv;
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new1->next = NULL;
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new2 = CopyMapTri( a );
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new2->v[i] = split;
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new2->hashVert[i] = hv;
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new2->next = new1;
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plane1.FromPoints( new1->hashVert[0]->v, new1->hashVert[1]->v, new1->hashVert[2]->v );
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plane2.FromPoints( new2->hashVert[0]->v, new2->hashVert[1]->v, new2->hashVert[2]->v );
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d = DotProduct( plane1, plane2 );
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// if the two split triangle's normals don't face the same way,
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// it should not be split
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if ( d <= 0 ) {
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FreeTriList( new2 );
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continue;
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}
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return new2;
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}
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return NULL;
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}
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/*
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==================
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FixTriangleAgainstHash
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Potentially splits a triangle into a list of triangles based on tjunctions
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==================
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*/
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static mapTri_t *FixTriangleAgainstHash( const mapTri_t *tri ) {
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mapTri_t *fixed;
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mapTri_t *a;
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mapTri_t *test, *next;
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int blocks[2][3];
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int i, j, k;
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hashVert_t *hv;
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// if this triangle is degenerate after point snapping,
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// do nothing (this shouldn't happen, because they should
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// be removed as they are hashed)
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if ( tri->hashVert[0] == tri->hashVert[1]
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|| tri->hashVert[0] == tri->hashVert[2]
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|| tri->hashVert[1] == tri->hashVert[2] ) {
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return NULL;
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}
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fixed = CopyMapTri( tri );
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fixed->next = NULL;
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HashBlocksForTri( tri, blocks );
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for ( i = blocks[0][0] ; i <= blocks[1][0] ; i++ ) {
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for ( j = blocks[0][1] ; j <= blocks[1][1] ; j++ ) {
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for ( k = blocks[0][2] ; k <= blocks[1][2] ; k++ ) {
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for ( hv = hashVerts[i][j][k] ; hv ; hv = hv->next ) {
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// fix all triangles in the list against this point
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test = fixed;
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fixed = NULL;
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for ( ; test ; test = next ) {
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next = test->next;
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a = FixTriangleAgainstHashVert( test, hv );
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if ( a ) {
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// cut into two triangles
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a->next->next = fixed;
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fixed = a;
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FreeTri( test );
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} else {
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test->next = fixed;
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fixed = test;
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}
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}
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}
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}
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}
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}
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return fixed;
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}
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/*
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==================
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CountGroupListTris
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==================
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*/
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int CountGroupListTris( const optimizeGroup_t *groupList ) {
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int c;
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c = 0;
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for ( ; groupList ; groupList = groupList->nextGroup ) {
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c += CountTriList( groupList->triList );
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}
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return c;
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}
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/*
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==================
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FixAreaGroupsTjunctions
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==================
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*/
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void FixAreaGroupsTjunctions( optimizeGroup_t *groupList ) {
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const mapTri_t *tri;
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mapTri_t *newList;
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mapTri_t *fixed;
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int startCount, endCount;
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optimizeGroup_t *group;
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if ( dmapGlobals.noTJunc ) {
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return;
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}
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if ( !groupList ) {
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return;
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}
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startCount = CountGroupListTris( groupList );
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if ( dmapGlobals.verbose ) {
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common->Printf( "----- FixAreaGroupsTjunctions -----\n" );
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common->Printf( "%6i triangles in\n", startCount );
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}
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HashTriangles( groupList );
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for ( group = groupList ; group ; group = group->nextGroup ) {
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// don't touch discrete surfaces
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if ( group->material != NULL && group->material->IsDiscrete() ) {
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continue;
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}
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newList = NULL;
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for ( tri = group->triList ; tri ; tri = tri->next ) {
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fixed = FixTriangleAgainstHash( tri );
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newList = MergeTriLists( newList, fixed );
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}
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FreeTriList( group->triList );
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group->triList = newList;
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}
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endCount = CountGroupListTris( groupList );
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if ( dmapGlobals.verbose ) {
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common->Printf( "%6i triangles out\n", endCount );
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}
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}
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/*
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==================
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FixEntityTjunctions
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==================
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*/
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void FixEntityTjunctions( uEntity_t *e ) {
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int i;
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for ( i = 0 ; i < e->numAreas ; i++ ) {
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FixAreaGroupsTjunctions( e->areas[i].groups );
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FreeTJunctionHash();
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}
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}
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/*
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==================
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FixGlobalTjunctions
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==================
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*/
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void FixGlobalTjunctions( uEntity_t *e ) {
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mapTri_t *a;
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int vert;
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int i;
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optimizeGroup_t *group;
|
|
int areaNum;
|
|
|
|
common->Printf( "----- FixGlobalTjunctions -----\n" );
|
|
|
|
// clear the hash tables
|
|
memset( hashVerts, 0, sizeof( hashVerts ) );
|
|
|
|
numHashVerts = 0;
|
|
numTotalVerts = 0;
|
|
|
|
// bound all the triangles to determine the bucket size
|
|
hashBounds.Clear();
|
|
for ( areaNum = 0 ; areaNum < e->numAreas ; areaNum++ ) {
|
|
for ( group = e->areas[areaNum].groups ; group ; group = group->nextGroup ) {
|
|
for ( a = group->triList ; a ; a = a->next ) {
|
|
hashBounds.AddPoint( a->v[0].xyz );
|
|
hashBounds.AddPoint( a->v[1].xyz );
|
|
hashBounds.AddPoint( a->v[2].xyz );
|
|
}
|
|
}
|
|
}
|
|
|
|
// spread the bounds so it will never have a zero size
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
hashBounds[0][i] = floor( hashBounds[0][i] - 1 );
|
|
hashBounds[1][i] = ceil( hashBounds[1][i] + 1 );
|
|
hashIntMins[i] = hashBounds[0][i] * SNAP_FRACTIONS;
|
|
|
|
hashScale[i] = ( hashBounds[1][i] - hashBounds[0][i] ) / HASH_BINS;
|
|
hashIntScale[i] = hashScale[i] * SNAP_FRACTIONS;
|
|
if ( hashIntScale[i] < 1 ) {
|
|
hashIntScale[i] = 1;
|
|
}
|
|
}
|
|
|
|
// add all the points to the hash buckets
|
|
for ( areaNum = 0 ; areaNum < e->numAreas ; areaNum++ ) {
|
|
for ( group = e->areas[areaNum].groups ; group ; group = group->nextGroup ) {
|
|
// don't touch discrete surfaces
|
|
if ( group->material != NULL && group->material->IsDiscrete() ) {
|
|
continue;
|
|
}
|
|
|
|
for ( a = group->triList ; a ; a = a->next ) {
|
|
for ( vert = 0 ; vert < 3 ; vert++ ) {
|
|
a->hashVert[vert] = GetHashVert( a->v[vert].xyz );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// add all the func_static model vertexes to the hash buckets
|
|
// optionally inline some of the func_static models
|
|
if ( dmapGlobals.entityNum == 0 ) {
|
|
for ( int eNum = 1 ; eNum < dmapGlobals.num_entities ; eNum++ ) {
|
|
uEntity_t *entity = &dmapGlobals.uEntities[eNum];
|
|
const char *className = entity->mapEntity->epairs.GetString( "classname" );
|
|
if ( idStr::Icmp( className, "func_static" ) ) {
|
|
continue;
|
|
}
|
|
const char *modelName = entity->mapEntity->epairs.GetString( "model" );
|
|
if ( !modelName ) {
|
|
continue;
|
|
}
|
|
if ( !strstr( modelName, ".lwo" ) && !strstr( modelName, ".ase" ) && !strstr( modelName, ".ma" ) ) {
|
|
continue;
|
|
}
|
|
|
|
idRenderModel *model = renderModelManager->FindModel( modelName );
|
|
|
|
// common->Printf( "adding T junction verts for %s.\n", entity->mapEntity->epairs.GetString( "name" ) );
|
|
|
|
idMat3 axis;
|
|
// get the rotation matrix in either full form, or single angle form
|
|
if ( !entity->mapEntity->epairs.GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", axis ) ) {
|
|
float angle = entity->mapEntity->epairs.GetFloat( "angle" );
|
|
if ( angle != 0.0f ) {
|
|
axis = idAngles( 0.0f, angle, 0.0f ).ToMat3();
|
|
} else {
|
|
axis.Identity();
|
|
}
|
|
}
|
|
|
|
idVec3 origin = entity->mapEntity->epairs.GetVector( "origin" );
|
|
|
|
for ( i = 0 ; i < model->NumSurfaces() ; i++ ) {
|
|
const modelSurface_t *surface = model->Surface( i );
|
|
const srfTriangles_t *tri = surface->geometry;
|
|
|
|
mapTri_t mapTri;
|
|
memset( &mapTri, 0, sizeof( mapTri ) );
|
|
mapTri.material = surface->shader;
|
|
// don't let discretes (autosprites, etc) merge together
|
|
if ( mapTri.material->IsDiscrete() ) {
|
|
mapTri.mergeGroup = (void *)surface;
|
|
}
|
|
for ( int j = 0 ; j < tri->numVerts ; j += 3 ) {
|
|
idVec3 v = tri->verts[j].xyz * axis + origin;
|
|
GetHashVert( v );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// now fix each area
|
|
for ( areaNum = 0 ; areaNum < e->numAreas ; areaNum++ ) {
|
|
for ( group = e->areas[areaNum].groups ; group ; group = group->nextGroup ) {
|
|
// don't touch discrete surfaces
|
|
if ( group->material != NULL && group->material->IsDiscrete() ) {
|
|
continue;
|
|
}
|
|
|
|
mapTri_t *newList = NULL;
|
|
for ( mapTri_t *tri = group->triList ; tri ; tri = tri->next ) {
|
|
mapTri_t *fixed = FixTriangleAgainstHash( tri );
|
|
newList = MergeTriLists( newList, fixed );
|
|
}
|
|
FreeTriList( group->triList );
|
|
group->triList = newList;
|
|
}
|
|
}
|
|
|
|
|
|
// done
|
|
FreeTJunctionHash();
|
|
}
|