mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-22 12:41:48 +00:00
afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
691 lines
18 KiB
C++
691 lines
18 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 "sys/platform.h"
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#include "idlib/geometry/Surface_Patch.h"
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/*
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=================
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idSurface_Patch::SetSize
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=================
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*/
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void idSurface_Patch::SetSize( int patchWidth, int patchHeight ) {
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if ( patchWidth < 1 || patchWidth > maxWidth ) {
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idLib::common->FatalError("idSurface_Patch::SetSize: invalid patchWidth");
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}
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if ( patchHeight < 1 || patchHeight > maxHeight ) {
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idLib::common->FatalError("idSurface_Patch::SetSize: invalid patchHeight");
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}
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width = patchWidth;
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height = patchHeight;
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verts.SetNum( width * height, false );
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}
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/*
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=================
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idSurface_Patch::PutOnCurve
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Expects an expanded patch.
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=================
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*/
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void idSurface_Patch::PutOnCurve( void ) {
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int i, j;
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idDrawVert prev, next;
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assert( expanded == true );
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// put all the approximating points on the curve
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for ( i = 0; i < width; i++ ) {
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for ( j = 1; j < height; j += 2 ) {
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LerpVert( verts[j*maxWidth+i], verts[(j+1)*maxWidth+i], prev );
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LerpVert( verts[j*maxWidth+i], verts[(j-1)*maxWidth+i], next );
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LerpVert( prev, next, verts[j*maxWidth+i] );
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}
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}
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for ( j = 0; j < height; j++ ) {
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for ( i = 1; i < width; i += 2 ) {
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LerpVert( verts[j*maxWidth+i], verts[j*maxWidth+i+1], prev );
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LerpVert( verts[j*maxWidth+i], verts[j*maxWidth+i-1], next );
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LerpVert( prev, next, verts[j*maxWidth+i] );
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}
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}
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}
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/*
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================
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idSurface_Patch::ProjectPointOntoVector
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================
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*/
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void idSurface_Patch::ProjectPointOntoVector( const idVec3 &point, const idVec3 &vStart, const idVec3 &vEnd, idVec3 &vProj ) {
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idVec3 pVec, vec;
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pVec = point - vStart;
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vec = vEnd - vStart;
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vec.Normalize();
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// project onto the directional vector for this segment
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vProj = vStart + (pVec * vec) * vec;
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}
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/*
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================
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idSurface_Patch::RemoveLinearColumnsRows
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Expects an expanded patch.
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================
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*/
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void idSurface_Patch::RemoveLinearColumnsRows( void ) {
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int i, j, k;
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float len, maxLength;
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idVec3 proj, dir;
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assert( expanded == true );
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for ( j = 1; j < width - 1; j++ ) {
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maxLength = 0;
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for ( i = 0; i < height; i++ ) {
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idSurface_Patch::ProjectPointOntoVector( verts[i*maxWidth + j].xyz,
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verts[i*maxWidth + j-1].xyz, verts[i*maxWidth + j+1].xyz, proj);
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dir = verts[i*maxWidth + j].xyz - proj;
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len = dir.LengthSqr();
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if ( len > maxLength ) {
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maxLength = len;
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}
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}
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if ( maxLength < Square( 0.2f ) ) {
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width--;
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for ( i = 0; i < height; i++ ) {
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for ( k = j; k < width; k++ ) {
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verts[i*maxWidth + k] = verts[i*maxWidth + k+1];
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}
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}
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j--;
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}
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}
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for ( j = 1; j < height - 1; j++ ) {
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maxLength = 0;
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for ( i = 0; i < width; i++ ) {
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idSurface_Patch::ProjectPointOntoVector( verts[j*maxWidth + i].xyz,
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verts[(j-1)*maxWidth + i].xyz, verts[(j+1)*maxWidth + i].xyz, proj);
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dir = verts[j*maxWidth + i].xyz - proj;
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len = dir.LengthSqr();
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if ( len > maxLength ) {
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maxLength = len;
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}
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}
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if ( maxLength < Square( 0.2f ) ) {
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height--;
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for ( i = 0; i < width; i++ ) {
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for ( k = j; k < height; k++ ) {
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verts[k*maxWidth + i] = verts[(k+1)*maxWidth + i];
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}
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}
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j--;
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}
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}
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}
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/*
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================
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idSurface_Patch::ResizeExpanded
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================
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*/
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void idSurface_Patch::ResizeExpanded( int newHeight, int newWidth ) {
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int i, j;
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assert( expanded == true );
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if ( newHeight <= maxHeight && newWidth <= maxWidth ) {
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return;
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}
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if ( newHeight * newWidth > maxHeight * maxWidth ) {
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verts.SetNum( newHeight * newWidth );
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}
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// space out verts for new height and width
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for ( j = maxHeight-1; j >= 0; j-- ) {
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for ( i = maxWidth-1; i >= 0; i-- ) {
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verts[j*newWidth + i] = verts[j*maxWidth + i];
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}
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}
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maxHeight = newHeight;
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maxWidth = newWidth;
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}
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/*
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================
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idSurface_Patch::Collapse
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================
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*/
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void idSurface_Patch::Collapse( void ) {
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int i, j;
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if ( !expanded ) {
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idLib::common->FatalError("idSurface_Patch::Collapse: patch not expanded");
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}
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expanded = false;
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if ( width != maxWidth ) {
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for ( j = 0; j < height; j++ ) {
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for ( i = 0; i < width; i++ ) {
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verts[j*width + i] = verts[j*maxWidth + i];
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}
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}
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}
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verts.SetNum( width * height, false );
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}
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/*
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================
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idSurface_Patch::Expand
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================
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*/
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void idSurface_Patch::Expand( void ) {
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int i, j;
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if ( expanded ) {
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idLib::common->FatalError("idSurface_Patch::Expand: patch alread expanded");
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}
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expanded = true;
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verts.SetNum( maxWidth * maxHeight, false );
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if ( width != maxWidth ) {
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for ( j = height-1; j >= 0; j-- ) {
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for ( i = width-1; i >= 0; i-- ) {
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verts[j*maxWidth + i] = verts[j*width + i];
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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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idSurface_Patch::LerpVert
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============
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*/
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void idSurface_Patch::LerpVert( const idDrawVert &a, const idDrawVert &b, idDrawVert &out ) const {
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out.xyz[0] = 0.5f * ( a.xyz[0] + b.xyz[0] );
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out.xyz[1] = 0.5f * ( a.xyz[1] + b.xyz[1] );
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out.xyz[2] = 0.5f * ( a.xyz[2] + b.xyz[2] );
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out.normal[0] = 0.5f * ( a.normal[0] + b.normal[0] );
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out.normal[1] = 0.5f * ( a.normal[1] + b.normal[1] );
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out.normal[2] = 0.5f * ( a.normal[2] + b.normal[2] );
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out.st[0] = 0.5f * ( a.st[0] + b.st[0] );
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out.st[1] = 0.5f * ( a.st[1] + b.st[1] );
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}
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/*
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=================
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idSurface_Patch::GenerateNormals
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Handles all the complicated wrapping and degenerate cases
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Expects a Not expanded patch.
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=================
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*/
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#define COPLANAR_EPSILON 0.1f
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void idSurface_Patch::GenerateNormals( void ) {
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int i, j, k, dist;
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idVec3 norm;
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idVec3 sum;
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int count;
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idVec3 base;
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idVec3 delta;
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int x, y;
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idVec3 around[8], temp;
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bool good[8];
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bool wrapWidth, wrapHeight;
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static int neighbors[8][2] = {
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{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
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};
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assert( expanded == false );
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//
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// if all points are coplanar, set all normals to that plane
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//
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idVec3 extent[3];
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float offset;
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extent[0] = verts[width - 1].xyz - verts[0].xyz;
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extent[1] = verts[(height-1) * width + width - 1].xyz - verts[0].xyz;
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extent[2] = verts[(height-1) * width].xyz - verts[0].xyz;
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norm = extent[0].Cross( extent[1] );
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if ( norm.LengthSqr() == 0.0f ) {
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norm = extent[0].Cross( extent[2] );
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if ( norm.LengthSqr() == 0.0f ) {
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norm = extent[1].Cross( extent[2] );
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}
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}
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// wrapped patched may not get a valid normal here
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if ( norm.Normalize() != 0.0f ) {
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offset = verts[0].xyz * norm;
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for ( i = 1; i < width * height; i++ ) {
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float d = verts[i].xyz * norm;
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if ( idMath::Fabs( d - offset ) > COPLANAR_EPSILON ) {
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break;
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}
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}
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if ( i == width * height ) {
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// all are coplanar
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for ( i = 0; i < width * height; i++ ) {
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verts[i].normal = norm;
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}
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return;
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}
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}
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// check for wrapped edge cases, which should smooth across themselves
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wrapWidth = false;
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for ( i = 0; i < height; i++ ) {
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delta = verts[i * width].xyz - verts[i * width + width-1].xyz;
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if ( delta.LengthSqr() > Square( 1.0f ) ) {
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break;
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}
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}
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if ( i == height ) {
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wrapWidth = true;
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}
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wrapHeight = false;
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for ( i = 0; i < width; i++ ) {
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delta = verts[i].xyz - verts[(height-1) * width + i].xyz;
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if ( delta.LengthSqr() > Square( 1.0f ) ) {
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break;
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}
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}
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if ( i == width ) {
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wrapHeight = true;
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}
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for ( i = 0; i < width; i++ ) {
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for ( j = 0; j < height; j++ ) {
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count = 0;
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base = verts[j * width + i].xyz;
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for ( k = 0; k < 8; k++ ) {
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around[k] = vec3_origin;
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good[k] = false;
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for ( dist = 1; dist <= 3; dist++ ) {
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x = i + neighbors[k][0] * dist;
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y = j + neighbors[k][1] * dist;
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if ( wrapWidth ) {
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if ( x < 0 ) {
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x = width - 1 + x;
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} else if ( x >= width ) {
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x = 1 + x - width;
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}
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}
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if ( wrapHeight ) {
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if ( y < 0 ) {
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y = height - 1 + y;
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} else if ( y >= height ) {
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y = 1 + y - height;
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}
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}
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if ( x < 0 || x >= width || y < 0 || y >= height ) {
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break; // edge of patch
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}
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temp = verts[y * width + x].xyz - base;
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if ( temp.Normalize() == 0.0f ) {
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continue; // degenerate edge, get more dist
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} else {
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good[k] = true;
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around[k] = temp;
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break; // good edge
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}
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}
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}
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sum = vec3_origin;
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for ( k = 0; k < 8; k++ ) {
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if ( !good[k] || !good[(k+1)&7] ) {
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continue; // didn't get two points
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}
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norm = around[(k+1)&7].Cross( around[k] );
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if ( norm.Normalize() == 0.0f ) {
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continue;
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}
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sum += norm;
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count++;
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}
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if ( count == 0 ) {
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//idLib::common->Printf("bad normal\n");
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count = 1;
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}
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verts[j * width + i].normal = sum;
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verts[j * width + i].normal.Normalize();
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}
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}
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}
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/*
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=================
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idSurface_Patch::GenerateIndexes
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=================
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*/
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void idSurface_Patch::GenerateIndexes( void ) {
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int i, j, v1, v2, v3, v4, index;
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indexes.SetNum( (width-1) * (height-1) * 2 * 3, false );
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index = 0;
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for ( i = 0; i < width - 1; i++ ) {
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for ( j = 0; j < height - 1; j++ ) {
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v1 = j * width + i;
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v2 = v1 + 1;
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v3 = v1 + width + 1;
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v4 = v1 + width;
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indexes[index++] = v1;
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indexes[index++] = v3;
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indexes[index++] = v2;
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indexes[index++] = v1;
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indexes[index++] = v4;
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indexes[index++] = v3;
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}
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}
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GenerateEdgeIndexes();
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}
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/*
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===============
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idSurface_Patch::SampleSinglePatchPoint
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===============
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*/
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void idSurface_Patch::SampleSinglePatchPoint( const idDrawVert ctrl[3][3], float u, float v, idDrawVert *out ) const {
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float vCtrl[3][8];
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int vPoint;
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int axis;
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// find the control points for the v coordinate
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for ( vPoint = 0; vPoint < 3; vPoint++ ) {
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for ( axis = 0; axis < 8; axis++ ) {
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float a, b, c;
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float qA, qB, qC;
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if ( axis < 3 ) {
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a = ctrl[0][vPoint].xyz[axis];
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b = ctrl[1][vPoint].xyz[axis];
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c = ctrl[2][vPoint].xyz[axis];
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} else if ( axis < 6 ) {
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a = ctrl[0][vPoint].normal[axis-3];
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b = ctrl[1][vPoint].normal[axis-3];
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c = ctrl[2][vPoint].normal[axis-3];
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} else {
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a = ctrl[0][vPoint].st[axis-6];
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b = ctrl[1][vPoint].st[axis-6];
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c = ctrl[2][vPoint].st[axis-6];
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}
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qA = a - 2.0f * b + c;
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qB = 2.0f * b - 2.0f * a;
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qC = a;
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vCtrl[vPoint][axis] = qA * u * u + qB * u + qC;
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}
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}
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// interpolate the v value
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for ( axis = 0; axis < 8; axis++ ) {
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float a, b, c;
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float qA, qB, qC;
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a = vCtrl[0][axis];
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b = vCtrl[1][axis];
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c = vCtrl[2][axis];
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qA = a - 2.0f * b + c;
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qB = 2.0f * b - 2.0f * a;
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qC = a;
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if ( axis < 3 ) {
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out->xyz[axis] = qA * v * v + qB * v + qC;
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} else if ( axis < 6 ) {
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out->normal[axis-3] = qA * v * v + qB * v + qC;
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} else {
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out->st[axis-6] = qA * v * v + qB * v + qC;
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}
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}
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}
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/*
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===================
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idSurface_Patch::SampleSinglePatch
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===================
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*/
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void idSurface_Patch::SampleSinglePatch( const idDrawVert ctrl[3][3], int baseCol, int baseRow, int width, int horzSub, int vertSub, idDrawVert *outVerts ) const {
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int i, j;
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float u, v;
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horzSub++;
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vertSub++;
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for ( i = 0; i < horzSub; i++ ) {
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for ( j = 0; j < vertSub; j++ ) {
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u = (float) i / ( horzSub - 1 );
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v = (float) j / ( vertSub - 1 );
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SampleSinglePatchPoint( ctrl, u, v, &outVerts[((baseRow + j) * width) + i + baseCol] );
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}
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}
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}
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/*
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=================
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idSurface_Patch::SubdivideExplicit
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=================
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*/
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void idSurface_Patch::SubdivideExplicit( int horzSubdivisions, int vertSubdivisions, bool genNormals, bool removeLinear ) {
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int i, j, k, l;
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idDrawVert sample[3][3];
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int outWidth = ((width - 1) / 2 * horzSubdivisions) + 1;
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int outHeight = ((height - 1) / 2 * vertSubdivisions) + 1;
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idDrawVert *dv = new idDrawVert[ outWidth * outHeight ];
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// generate normals for the control mesh
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if ( genNormals ) {
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GenerateNormals();
|
|
}
|
|
|
|
int baseCol = 0;
|
|
for ( i = 0; i + 2 < width; i += 2 ) {
|
|
int baseRow = 0;
|
|
for ( j = 0; j + 2 < height; j += 2 ) {
|
|
for ( k = 0; k < 3; k++ ) {
|
|
for ( l = 0; l < 3; l++ ) {
|
|
sample[k][l] = verts[ ((j + l) * width) + i + k ];
|
|
}
|
|
}
|
|
SampleSinglePatch( sample, baseCol, baseRow, outWidth, horzSubdivisions, vertSubdivisions, dv );
|
|
baseRow += vertSubdivisions;
|
|
}
|
|
baseCol += horzSubdivisions;
|
|
}
|
|
verts.SetNum( outWidth * outHeight );
|
|
for ( i = 0; i < outWidth * outHeight; i++ ) {
|
|
verts[i] = dv[i];
|
|
}
|
|
|
|
delete[] dv;
|
|
|
|
width = maxWidth = outWidth;
|
|
height = maxHeight = outHeight;
|
|
expanded = false;
|
|
|
|
if ( removeLinear ) {
|
|
Expand();
|
|
RemoveLinearColumnsRows();
|
|
Collapse();
|
|
}
|
|
|
|
// normalize all the lerped normals
|
|
if ( genNormals ) {
|
|
for ( i = 0; i < width * height; i++ ) {
|
|
verts[i].normal.Normalize();
|
|
}
|
|
}
|
|
|
|
GenerateIndexes();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSurface_Patch::Subdivide
|
|
=================
|
|
*/
|
|
void idSurface_Patch::Subdivide( float maxHorizontalError, float maxVerticalError, float maxLength, bool genNormals ) {
|
|
int i, j, k, l;
|
|
idDrawVert prev, next, mid;
|
|
idVec3 prevxyz, nextxyz, midxyz;
|
|
idVec3 delta;
|
|
float maxHorizontalErrorSqr, maxVerticalErrorSqr, maxLengthSqr;
|
|
|
|
// generate normals for the control mesh
|
|
if ( genNormals ) {
|
|
GenerateNormals();
|
|
}
|
|
|
|
maxHorizontalErrorSqr = Square( maxHorizontalError );
|
|
maxVerticalErrorSqr = Square( maxVerticalError );
|
|
maxLengthSqr = Square( maxLength );
|
|
|
|
Expand();
|
|
|
|
// horizontal subdivisions
|
|
for ( j = 0; j + 2 < width; j += 2 ) {
|
|
// check subdivided midpoints against control points
|
|
for ( i = 0; i < height; i++ ) {
|
|
for ( l = 0; l < 3; l++ ) {
|
|
prevxyz[l] = verts[i*maxWidth + j+1].xyz[l] - verts[i*maxWidth + j ].xyz[l];
|
|
nextxyz[l] = verts[i*maxWidth + j+2].xyz[l] - verts[i*maxWidth + j+1].xyz[l];
|
|
midxyz[l] = (verts[i*maxWidth + j ].xyz[l] + verts[i*maxWidth + j+1].xyz[l] * 2.0f +
|
|
verts[i*maxWidth + j+2].xyz[l] ) * 0.25f;
|
|
}
|
|
|
|
if ( maxLength > 0.0f ) {
|
|
// if the span length is too long, force a subdivision
|
|
if ( prevxyz.LengthSqr() > maxLengthSqr || nextxyz.LengthSqr() > maxLengthSqr ) {
|
|
break;
|
|
}
|
|
}
|
|
// see if this midpoint is off far enough to subdivide
|
|
delta = verts[i*maxWidth + j+1].xyz - midxyz;
|
|
if ( delta.LengthSqr() > maxHorizontalErrorSqr ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( i == height ) {
|
|
continue; // didn't need subdivision
|
|
}
|
|
|
|
if ( width + 2 >= maxWidth ) {
|
|
ResizeExpanded( maxHeight, maxWidth + 4 );
|
|
}
|
|
|
|
// insert two columns and replace the peak
|
|
width += 2;
|
|
|
|
for ( i = 0; i < height; i++ ) {
|
|
idSurface_Patch::LerpVert( verts[i*maxWidth + j ], verts[i*maxWidth + j+1], prev );
|
|
idSurface_Patch::LerpVert( verts[i*maxWidth + j+1], verts[i*maxWidth + j+2], next );
|
|
idSurface_Patch::LerpVert( prev, next, mid );
|
|
|
|
for ( k = width - 1; k > j + 3; k-- ) {
|
|
verts[i*maxWidth + k] = verts[i*maxWidth + k-2];
|
|
}
|
|
verts[i*maxWidth + j+1] = prev;
|
|
verts[i*maxWidth + j+2] = mid;
|
|
verts[i*maxWidth + j+3] = next;
|
|
}
|
|
|
|
// back up and recheck this set again, it may need more subdivision
|
|
j -= 2;
|
|
}
|
|
|
|
// vertical subdivisions
|
|
for ( j = 0; j + 2 < height; j += 2 ) {
|
|
// check subdivided midpoints against control points
|
|
for ( i = 0; i < width; i++ ) {
|
|
for ( l = 0; l < 3; l++ ) {
|
|
prevxyz[l] = verts[(j+1)*maxWidth + i].xyz[l] - verts[j*maxWidth + i].xyz[l];
|
|
nextxyz[l] = verts[(j+2)*maxWidth + i].xyz[l] - verts[(j+1)*maxWidth + i].xyz[l];
|
|
midxyz[l] = (verts[j*maxWidth + i].xyz[l] + verts[(j+1)*maxWidth + i].xyz[l] * 2.0f +
|
|
verts[(j+2)*maxWidth + i].xyz[l] ) * 0.25f;
|
|
}
|
|
|
|
if ( maxLength > 0.0f ) {
|
|
// if the span length is too long, force a subdivision
|
|
if ( prevxyz.LengthSqr() > maxLengthSqr || nextxyz.LengthSqr() > maxLengthSqr ) {
|
|
break;
|
|
}
|
|
}
|
|
// see if this midpoint is off far enough to subdivide
|
|
delta = verts[(j+1)*maxWidth + i].xyz - midxyz;
|
|
if ( delta.LengthSqr() > maxVerticalErrorSqr ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( i == width ) {
|
|
continue; // didn't need subdivision
|
|
}
|
|
|
|
if ( height + 2 >= maxHeight ) {
|
|
ResizeExpanded( maxHeight + 4, maxWidth );
|
|
}
|
|
|
|
// insert two columns and replace the peak
|
|
height += 2;
|
|
|
|
for ( i = 0; i < width; i++ ) {
|
|
LerpVert( verts[j*maxWidth + i], verts[(j+1)*maxWidth + i], prev );
|
|
LerpVert( verts[(j+1)*maxWidth + i], verts[(j+2)*maxWidth + i], next );
|
|
LerpVert( prev, next, mid );
|
|
|
|
for ( k = height - 1; k > j + 3; k-- ) {
|
|
verts[k*maxWidth + i] = verts[(k-2)*maxWidth + i];
|
|
}
|
|
verts[(j+1)*maxWidth + i] = prev;
|
|
verts[(j+2)*maxWidth + i] = mid;
|
|
verts[(j+3)*maxWidth + i] = next;
|
|
}
|
|
|
|
// back up and recheck this set again, it may need more subdivision
|
|
j -= 2;
|
|
}
|
|
|
|
PutOnCurve();
|
|
|
|
RemoveLinearColumnsRows();
|
|
|
|
Collapse();
|
|
|
|
// normalize all the lerped normals
|
|
if ( genNormals ) {
|
|
for ( i = 0; i < width * height; i++ ) {
|
|
verts[i].normal.Normalize();
|
|
}
|
|
}
|
|
|
|
GenerateIndexes();
|
|
}
|