mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 14:42:23 +00:00
79ad905e05
Excluding 3rd party files.
223 lines
6.6 KiB
C++
223 lines
6.6 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code 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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
|
|
/*
|
|
====================
|
|
idSurface_SweptSpline::SetSpline
|
|
====================
|
|
*/
|
|
void idSurface_SweptSpline::SetSpline( idCurve_Spline<idVec4> *spline ) {
|
|
if ( this->spline ) {
|
|
delete this->spline;
|
|
}
|
|
this->spline = spline;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idSurface_SweptSpline::SetSweptSpline
|
|
====================
|
|
*/
|
|
void idSurface_SweptSpline::SetSweptSpline( idCurve_Spline<idVec4> *sweptSpline ) {
|
|
if ( this->sweptSpline ) {
|
|
delete this->sweptSpline;
|
|
}
|
|
this->sweptSpline = sweptSpline;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idSurface_SweptSpline::SetSweptCircle
|
|
|
|
Sets the swept spline to a NURBS circle.
|
|
====================
|
|
*/
|
|
void idSurface_SweptSpline::SetSweptCircle( const float radius ) {
|
|
idCurve_NURBS<idVec4> *nurbs = new idCurve_NURBS<idVec4>();
|
|
nurbs->Clear();
|
|
nurbs->AddValue( 0.0f, idVec4( radius, radius, 0.0f, 0.00f ) );
|
|
nurbs->AddValue( 100.0f, idVec4( -radius, radius, 0.0f, 0.25f ) );
|
|
nurbs->AddValue( 200.0f, idVec4( -radius, -radius, 0.0f, 0.50f ) );
|
|
nurbs->AddValue( 300.0f, idVec4( radius, -radius, 0.0f, 0.75f ) );
|
|
nurbs->SetBoundaryType( idCurve_NURBS<idVec4>::BT_CLOSED );
|
|
nurbs->SetCloseTime( 100.0f );
|
|
if ( sweptSpline ) {
|
|
delete sweptSpline;
|
|
}
|
|
sweptSpline = nurbs;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idSurface_SweptSpline::GetFrame
|
|
====================
|
|
*/
|
|
void idSurface_SweptSpline::GetFrame( const idMat3 &previousFrame, const idVec3 dir, idMat3 &newFrame ) {
|
|
float wx, wy, wz;
|
|
float xx, yy, yz;
|
|
float xy, xz, zz;
|
|
float x2, y2, z2;
|
|
float a, c, s, x, y, z;
|
|
idVec3 d, v;
|
|
idMat3 axis;
|
|
|
|
d = dir;
|
|
d.Normalize();
|
|
v = d.Cross( previousFrame[2] );
|
|
v.Normalize();
|
|
|
|
a = idMath::ACos( previousFrame[2] * d ) * 0.5f;
|
|
c = idMath::Cos( a );
|
|
s = idMath::Sqrt( 1.0f - c * c );
|
|
|
|
x = v[0] * s;
|
|
y = v[1] * s;
|
|
z = v[2] * s;
|
|
|
|
x2 = x + x;
|
|
y2 = y + y;
|
|
z2 = z + z;
|
|
xx = x * x2;
|
|
xy = x * y2;
|
|
xz = x * z2;
|
|
yy = y * y2;
|
|
yz = y * z2;
|
|
zz = z * z2;
|
|
wx = c * x2;
|
|
wy = c * y2;
|
|
wz = c * z2;
|
|
|
|
axis[0][0] = 1.0f - ( yy + zz );
|
|
axis[0][1] = xy - wz;
|
|
axis[0][2] = xz + wy;
|
|
axis[1][0] = xy + wz;
|
|
axis[1][1] = 1.0f - ( xx + zz );
|
|
axis[1][2] = yz - wx;
|
|
axis[2][0] = xz - wy;
|
|
axis[2][1] = yz + wx;
|
|
axis[2][2] = 1.0f - ( xx + yy );
|
|
|
|
newFrame = previousFrame * axis;
|
|
|
|
newFrame[2] = dir;
|
|
newFrame[2].Normalize();
|
|
newFrame[1].Cross( newFrame[ 2 ], newFrame[ 0 ] );
|
|
newFrame[1].Normalize();
|
|
newFrame[0].Cross( newFrame[ 1 ], newFrame[ 2 ] );
|
|
newFrame[0].Normalize();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idSurface_SweptSpline::Tessellate
|
|
|
|
tesselate the surface
|
|
====================
|
|
*/
|
|
void idSurface_SweptSpline::Tessellate( const int splineSubdivisions, const int sweptSplineSubdivisions ) {
|
|
int i, j, offset, baseOffset, splineDiv, sweptSplineDiv;
|
|
int i0, i1, j0, j1;
|
|
float totalTime, t;
|
|
idVec4 splinePos, splineD1;
|
|
idMat3 splineMat;
|
|
|
|
if ( !spline || !sweptSpline ) {
|
|
idSurface::Clear();
|
|
return;
|
|
}
|
|
|
|
verts.SetNum( splineSubdivisions * sweptSplineSubdivisions, false );
|
|
|
|
// calculate the points and first derivatives for the swept spline
|
|
totalTime = sweptSpline->GetTime( sweptSpline->GetNumValues() - 1 ) - sweptSpline->GetTime( 0 ) + sweptSpline->GetCloseTime();
|
|
sweptSplineDiv = sweptSpline->GetBoundaryType() == idCurve_Spline<idVec3>::BT_CLOSED ? sweptSplineSubdivisions : sweptSplineSubdivisions - 1;
|
|
baseOffset = (splineSubdivisions-1) * sweptSplineSubdivisions;
|
|
for ( i = 0; i < sweptSplineSubdivisions; i++ ) {
|
|
t = totalTime * i / sweptSplineDiv;
|
|
splinePos = sweptSpline->GetCurrentValue( t );
|
|
splineD1 = sweptSpline->GetCurrentFirstDerivative( t );
|
|
verts[baseOffset+i].xyz = splinePos.ToVec3();
|
|
verts[baseOffset+i].st[0] = splinePos.w;
|
|
verts[baseOffset+i].tangents[0] = splineD1.ToVec3();
|
|
}
|
|
|
|
// sweep the spline
|
|
totalTime = spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) + spline->GetCloseTime();
|
|
splineDiv = spline->GetBoundaryType() == idCurve_Spline<idVec3>::BT_CLOSED ? splineSubdivisions : splineSubdivisions - 1;
|
|
splineMat.Identity();
|
|
for ( i = 0; i < splineSubdivisions; i++ ) {
|
|
t = totalTime * i / splineDiv;
|
|
|
|
splinePos = spline->GetCurrentValue( t );
|
|
splineD1 = spline->GetCurrentFirstDerivative( t );
|
|
|
|
GetFrame( splineMat, splineD1.ToVec3(), splineMat );
|
|
|
|
offset = i * sweptSplineSubdivisions;
|
|
for ( j = 0; j < sweptSplineSubdivisions; j++ ) {
|
|
idDrawVert *v = &verts[offset+j];
|
|
v->xyz = splinePos.ToVec3() + verts[baseOffset+j].xyz * splineMat;
|
|
v->st[0] = verts[baseOffset+j].st[0];
|
|
v->st[1] = splinePos.w;
|
|
v->tangents[0] = verts[baseOffset+j].tangents[0] * splineMat;
|
|
v->tangents[1] = splineD1.ToVec3();
|
|
v->normal = v->tangents[1].Cross( v->tangents[0] );
|
|
v->normal.Normalize();
|
|
v->color[0] = v->color[1] = v->color[2] = v->color[3] = 0;
|
|
}
|
|
}
|
|
|
|
indexes.SetNum( splineDiv * sweptSplineDiv * 2 * 3, false );
|
|
|
|
// create indexes for the triangles
|
|
for ( offset = i = 0; i < splineDiv; i++ ) {
|
|
|
|
i0 = (i+0) * sweptSplineSubdivisions;
|
|
i1 = (i+1) % splineSubdivisions * sweptSplineSubdivisions;
|
|
|
|
for ( j = 0; j < sweptSplineDiv; j++ ) {
|
|
|
|
j0 = (j+0);
|
|
j1 = (j+1) % sweptSplineSubdivisions;
|
|
|
|
indexes[offset++] = i0 + j0;
|
|
indexes[offset++] = i0 + j1;
|
|
indexes[offset++] = i1 + j1;
|
|
|
|
indexes[offset++] = i1 + j1;
|
|
indexes[offset++] = i1 + j0;
|
|
indexes[offset++] = i0 + j0;
|
|
}
|
|
}
|
|
|
|
GenerateEdgeIndexes();
|
|
}
|