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736ec20d4d
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.
386 lines
7.8 KiB
C++
386 lines
7.8 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 "tools/compilers/dmap/dmap.h"
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/*
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All triangle list functions should behave reasonably with NULL lists.
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*/
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/*
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===============
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AllocTri
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===============
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*/
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mapTri_t *AllocTri( void ) {
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mapTri_t *tri;
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tri = (mapTri_t *)Mem_Alloc( sizeof( *tri ) );
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memset( tri, 0, sizeof( *tri ) );
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return tri;
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}
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/*
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===============
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FreeTri
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===============
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*/
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void FreeTri( mapTri_t *tri ) {
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Mem_Free( tri );
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}
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/*
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===============
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MergeTriLists
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This does not copy any tris, it just relinks them
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===============
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*/
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mapTri_t *MergeTriLists( mapTri_t *a, mapTri_t *b ) {
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mapTri_t **prev;
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prev = &a;
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while ( *prev ) {
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prev = &(*prev)->next;
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}
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*prev = b;
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return a;
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}
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/*
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===============
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FreeTriList
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===============
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*/
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void FreeTriList( mapTri_t *a ) {
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mapTri_t *next;
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for ( ; a ; a = next ) {
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next = a->next;
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Mem_Free( a );
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}
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}
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/*
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===============
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CopyTriList
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===============
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*/
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mapTri_t *CopyTriList( const mapTri_t *a ) {
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mapTri_t *testList;
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const mapTri_t *tri;
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testList = NULL;
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for ( tri = a ; tri ; tri = tri->next ) {
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mapTri_t *copy;
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copy = CopyMapTri( tri );
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copy ->next = testList;
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testList = copy;
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}
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return testList;
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}
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/*
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=============
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CountTriList
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=============
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*/
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int CountTriList( const mapTri_t *tri ) {
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int c;
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c = 0;
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while ( tri ) {
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c++;
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tri = tri->next;
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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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CopyMapTri
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===============
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*/
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mapTri_t *CopyMapTri( const mapTri_t *tri ) {
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mapTri_t *t;
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t = (mapTri_t *)Mem_Alloc( sizeof( *t ) );
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*t = *tri;
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return t;
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}
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/*
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===============
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MapTriArea
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===============
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*/
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float MapTriArea( const mapTri_t *tri ) {
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return idWinding::TriangleArea( tri->v[0].xyz, tri->v[1].xyz, tri->v[2].xyz );
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}
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/*
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===============
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RemoveBadTris
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Return a new list with any zero or negative area triangles removed
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===============
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*/
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mapTri_t *RemoveBadTris( const mapTri_t *list ) {
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mapTri_t *newList;
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mapTri_t *copy;
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const mapTri_t *tri;
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newList = NULL;
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for ( tri = list ; tri ; tri = tri->next ) {
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if ( MapTriArea( tri ) > 0 ) {
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copy = CopyMapTri( tri );
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copy->next = newList;
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newList = copy;
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}
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}
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return newList;
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}
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/*
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================
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BoundTriList
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================
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*/
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void BoundTriList( const mapTri_t *list, idBounds &b ) {
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b.Clear();
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for ( ; list ; list = list->next ) {
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b.AddPoint( list->v[0].xyz );
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b.AddPoint( list->v[1].xyz );
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b.AddPoint( list->v[2].xyz );
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}
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}
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/*
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================
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DrawTri
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================
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*/
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void DrawTri( const mapTri_t *tri ) {
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idWinding w;
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w.SetNumPoints( 3 );
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VectorCopy( tri->v[0].xyz, w[0] );
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VectorCopy( tri->v[1].xyz, w[1] );
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VectorCopy( tri->v[2].xyz, w[2] );
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DrawWinding( &w );
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}
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/*
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================
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FlipTriList
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Swaps the vertex order
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================
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*/
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void FlipTriList( mapTri_t *tris ) {
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mapTri_t *tri;
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for ( tri = tris ; tri ; tri = tri->next ) {
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idDrawVert v;
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const struct hashVert_s *hv;
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struct optVertex_s *ov;
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v = tri->v[0];
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tri->v[0] = tri->v[2];
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tri->v[2] = v;
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hv = tri->hashVert[0];
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tri->hashVert[0] = tri->hashVert[2];
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tri->hashVert[2] = hv;
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ov = tri->optVert[0];
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tri->optVert[0] = tri->optVert[2];
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tri->optVert[2] = ov;
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}
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}
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/*
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================
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WindingForTri
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================
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*/
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idWinding *WindingForTri( const mapTri_t *tri ) {
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idWinding *w;
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w = new idWinding( 3 );
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w->SetNumPoints( 3 );
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VectorCopy( tri->v[0].xyz, (*w)[0] );
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VectorCopy( tri->v[1].xyz, (*w)[1] );
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VectorCopy( tri->v[2].xyz, (*w)[2] );
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return w;
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}
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/*
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================
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TriVertsFromOriginal
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Regenerate the texcoords and colors on a fragmented tri from the plane equations
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================
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*/
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void TriVertsFromOriginal( mapTri_t *tri, const mapTri_t *original ) {
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int i, j;
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float denom;
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denom = idWinding::TriangleArea( original->v[0].xyz, original->v[1].xyz, original->v[2].xyz );
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if ( denom == 0 ) {
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return; // original was degenerate, so it doesn't matter
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}
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for ( i = 0 ; i < 3 ; i++ ) {
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float a, b, c;
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// find the barycentric coordinates
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a = idWinding::TriangleArea( tri->v[i].xyz, original->v[1].xyz, original->v[2].xyz ) / denom;
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b = idWinding::TriangleArea( tri->v[i].xyz, original->v[2].xyz, original->v[0].xyz ) / denom;
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c = idWinding::TriangleArea( tri->v[i].xyz, original->v[0].xyz, original->v[1].xyz ) / denom;
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// regenerate the interpolated values
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tri->v[i].st[0] = a * original->v[0].st[0]
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+ b * original->v[1].st[0] + c * original->v[2].st[0];
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tri->v[i].st[1] = a * original->v[0].st[1]
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+ b * original->v[1].st[1] + c * original->v[2].st[1];
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for ( j = 0 ; j < 3 ; j++ ) {
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tri->v[i].normal[j] = a * original->v[0].normal[j]
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+ b * original->v[1].normal[j] + c * original->v[2].normal[j];
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}
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tri->v[i].normal.Normalize();
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}
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}
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/*
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================
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WindingToTriList
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Generates a new list of triangles with proper texcoords from a winding
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created by clipping the originalTri
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OriginalTri can be NULL if you don't care about texCoords
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================
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*/
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mapTri_t *WindingToTriList( const idWinding *w, const mapTri_t *originalTri ) {
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mapTri_t *tri;
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mapTri_t *triList;
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int i, j;
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const idVec3 *vec;
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if ( !w ) {
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return NULL;
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}
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triList = NULL;
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for ( i = 2 ; i < w->GetNumPoints() ; i++ ) {
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tri = AllocTri();
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if ( !originalTri ) {
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memset( tri, 0, sizeof( *tri ) );
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} else {
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*tri = *originalTri;
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}
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tri->next = triList;
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triList = tri;
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for ( j = 0 ; j < 3 ; j++ ) {
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if ( j == 0 ) {
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vec = &((*w)[0]).ToVec3();
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} else if ( j == 1 ) {
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vec = &((*w)[i-1]).ToVec3();
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} else {
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vec = &((*w)[i]).ToVec3();
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}
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VectorCopy( *vec, tri->v[j].xyz );
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}
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if ( originalTri ) {
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TriVertsFromOriginal( tri, originalTri );
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}
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}
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return triList;
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}
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/*
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==================
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ClipTriList
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==================
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*/
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void ClipTriList( const mapTri_t *list, const idPlane &plane, float epsilon,
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mapTri_t **front, mapTri_t **back ) {
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const mapTri_t *tri;
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mapTri_t *newList;
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idWinding *w, *frontW, *backW;
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*front = NULL;
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*back = NULL;
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for ( tri = list ; tri ; tri = tri->next ) {
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w = WindingForTri( tri );
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w->Split( plane, epsilon, &frontW, &backW );
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newList = WindingToTriList( frontW, tri );
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*front = MergeTriLists( *front, newList );
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newList = WindingToTriList( backW, tri );
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*back = MergeTriLists( *back, newList );
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delete w;
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}
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}
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/*
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==================
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PlaneForTri
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==================
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*/
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void PlaneForTri( const mapTri_t *tri, idPlane &plane ) {
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plane.FromPoints( tri->v[0].xyz, tri->v[1].xyz, tri->v[2].xyz );
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}
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