mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
1070 lines
29 KiB
C++
1070 lines
29 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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#pragma hdrstop
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#include "../precompiled.h"
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/*
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=================
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UpdateVertexIndex
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=================
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*/
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ID_INLINE int UpdateVertexIndex( int vertexIndexNum[2], int* vertexRemap, int* vertexCopyIndex, int vertNum )
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{
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int s = INT32_SIGNBITSET( vertexRemap[vertNum] );
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vertexIndexNum[0] = vertexRemap[vertNum];
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vertexRemap[vertNum] = vertexIndexNum[s];
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vertexIndexNum[1] += s;
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vertexCopyIndex[vertexRemap[vertNum]] = vertNum;
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return vertexRemap[vertNum];
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}
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/*
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=================
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idSurface::Split
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=================
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*/
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int idSurface::Split( const idPlane& plane, const float epsilon, idSurface** front, idSurface** back, int* frontOnPlaneEdges, int* backOnPlaneEdges ) const
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{
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float* dists;
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float f;
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byte* sides;
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int counts[3];
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int* edgeSplitVertex;
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int numEdgeSplitVertexes;
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int* vertexRemap[2];
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int vertexIndexNum[2][2];
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int* vertexCopyIndex[2];
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int* indexPtr[2];
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int indexNum[2];
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int* index;
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int* onPlaneEdges[2];
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int numOnPlaneEdges[2];
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int maxOnPlaneEdges;
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int i;
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idSurface* surface[2];
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idDrawVert v;
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dists = ( float* ) _alloca( verts.Num() * sizeof( float ) );
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sides = ( byte* ) _alloca( verts.Num() * sizeof( byte ) );
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counts[0] = counts[1] = counts[2] = 0;
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// determine side for each vertex
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for( i = 0; i < verts.Num(); i++ )
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{
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dists[i] = f = plane.Distance( verts[i].xyz );
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if( f > epsilon )
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{
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sides[i] = SIDE_FRONT;
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}
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else if( f < -epsilon )
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{
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sides[i] = SIDE_BACK;
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}
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else
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{
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sides[i] = SIDE_ON;
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}
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counts[sides[i]]++;
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}
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*front = *back = NULL;
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// if coplanar, put on the front side if the normals match
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if( !counts[SIDE_FRONT] && !counts[SIDE_BACK] )
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{
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f = ( verts[indexes[1]].xyz - verts[indexes[0]].xyz ).Cross( verts[indexes[0]].xyz - verts[indexes[2]].xyz ) * plane.Normal();
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if( IEEE_FLT_SIGNBITSET( f ) )
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{
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*back = new( TAG_IDLIB_SURFACE ) idSurface( *this );
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return SIDE_BACK;
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}
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else
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{
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*front = new( TAG_IDLIB_SURFACE ) idSurface( *this );
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return SIDE_FRONT;
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}
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}
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// if nothing at the front of the clipping plane
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if( !counts[SIDE_FRONT] )
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{
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*back = new( TAG_IDLIB_SURFACE ) idSurface( *this );
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return SIDE_BACK;
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}
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// if nothing at the back of the clipping plane
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if( !counts[SIDE_BACK] )
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{
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*front = new( TAG_IDLIB_SURFACE ) idSurface( *this );
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return SIDE_FRONT;
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}
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// allocate front and back surface
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*front = surface[0] = new( TAG_IDLIB_SURFACE ) idSurface();
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*back = surface[1] = new( TAG_IDLIB_SURFACE ) idSurface();
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edgeSplitVertex = ( int* ) _alloca( edges.Num() * sizeof( int ) );
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numEdgeSplitVertexes = 0;
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maxOnPlaneEdges = 4 * counts[SIDE_ON];
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counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
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// split edges
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for( i = 0; i < edges.Num(); i++ )
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{
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int v0 = edges[i].verts[0];
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int v1 = edges[i].verts[1];
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int sidesOr = ( sides[v0] | sides[v1] );
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// if both vertexes are on the same side or one is on the clipping plane
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if( !( sides[v0] ^ sides[v1] ) || ( sidesOr & SIDE_ON ) )
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{
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edgeSplitVertex[i] = -1;
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counts[sidesOr & SIDE_BACK]++;
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counts[SIDE_ON] += ( sidesOr & SIDE_ON ) >> 1;
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}
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else
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{
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f = dists[v0] / ( dists[v0] - dists[v1] );
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v.LerpAll( verts[v0], verts[v1], f );
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edgeSplitVertex[i] = numEdgeSplitVertexes++;
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surface[0]->verts.Append( v );
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surface[1]->verts.Append( v );
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}
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}
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// each edge is shared by at most two triangles, as such there can never be more indexes than twice the number of edges
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surface[0]->indexes.Resize( ( ( counts[SIDE_FRONT] + counts[SIDE_ON] ) * 2 ) + ( numEdgeSplitVertexes * 4 ) );
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surface[1]->indexes.Resize( ( ( counts[SIDE_BACK] + counts[SIDE_ON] ) * 2 ) + ( numEdgeSplitVertexes * 4 ) );
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// allocate indexes to construct the triangle indexes for the front and back surface
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vertexRemap[0] = ( int* ) _alloca( verts.Num() * sizeof( int ) );
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memset( vertexRemap[0], -1, verts.Num() * sizeof( int ) );
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vertexRemap[1] = ( int* ) _alloca( verts.Num() * sizeof( int ) );
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memset( vertexRemap[1], -1, verts.Num() * sizeof( int ) );
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vertexCopyIndex[0] = ( int* ) _alloca( ( numEdgeSplitVertexes + verts.Num() ) * sizeof( int ) );
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vertexCopyIndex[1] = ( int* ) _alloca( ( numEdgeSplitVertexes + verts.Num() ) * sizeof( int ) );
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vertexIndexNum[0][0] = vertexIndexNum[1][0] = 0;
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vertexIndexNum[0][1] = vertexIndexNum[1][1] = numEdgeSplitVertexes;
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indexPtr[0] = surface[0]->indexes.Ptr();
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indexPtr[1] = surface[1]->indexes.Ptr();
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indexNum[0] = surface[0]->indexes.Num();
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indexNum[1] = surface[1]->indexes.Num();
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maxOnPlaneEdges += 4 * numEdgeSplitVertexes;
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// allocate one more in case no triangles are actually split which may happen for a disconnected surface
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onPlaneEdges[0] = ( int* ) _alloca( ( maxOnPlaneEdges + 1 ) * sizeof( int ) );
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onPlaneEdges[1] = ( int* ) _alloca( ( maxOnPlaneEdges + 1 ) * sizeof( int ) );
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numOnPlaneEdges[0] = numOnPlaneEdges[1] = 0;
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// split surface triangles
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for( i = 0; i < edgeIndexes.Num(); i += 3 )
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{
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int e0, e1, e2, v0, v1, v2, s, n;
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e0 = abs( edgeIndexes[i + 0] );
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e1 = abs( edgeIndexes[i + 1] );
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e2 = abs( edgeIndexes[i + 2] );
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v0 = indexes[i + 0];
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v1 = indexes[i + 1];
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v2 = indexes[i + 2];
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switch( ( INT32_SIGNBITSET( edgeSplitVertex[e0] ) | ( INT32_SIGNBITSET( edgeSplitVertex[e1] ) << 1 ) | ( INT32_SIGNBITSET( edgeSplitVertex[e2] ) << 2 ) ) ^ 7 )
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{
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case 0: // no edges split
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{
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if( ( sides[v0] & sides[v1] & sides[v2] ) & SIDE_ON )
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{
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// coplanar
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f = ( verts[v1].xyz - verts[v0].xyz ).Cross( verts[v0].xyz - verts[v2].xyz ) * plane.Normal();
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s = IEEE_FLT_SIGNBITSET( f );
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}
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else
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{
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s = ( sides[v0] | sides[v1] | sides[v2] ) & SIDE_BACK;
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}
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]] = n;
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numOnPlaneEdges[s] += ( sides[v0] & sides[v1] ) >> 1;
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onPlaneEdges[s][numOnPlaneEdges[s]] = n + 1;
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numOnPlaneEdges[s] += ( sides[v1] & sides[v2] ) >> 1;
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onPlaneEdges[s][numOnPlaneEdges[s]] = n + 2;
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numOnPlaneEdges[s] += ( sides[v2] & sides[v0] ) >> 1;
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index = indexPtr[s];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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indexNum[s] = n;
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break;
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}
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case 1: // first edge split
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{
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s = sides[v0] & SIDE_BACK;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e0];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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indexNum[s] = n;
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s ^= 1;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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index[n++] = edgeSplitVertex[e0];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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indexNum[s] = n;
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break;
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}
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case 2: // second edge split
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{
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s = sides[v1] & SIDE_BACK;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e1];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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indexNum[s] = n;
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s ^= 1;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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index[n++] = edgeSplitVertex[e1];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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indexNum[s] = n;
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break;
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}
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case 3: // first and second edge split
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{
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s = sides[v1] & SIDE_BACK;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e1];
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index[n++] = edgeSplitVertex[e0];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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indexNum[s] = n;
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s ^= 1;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e0];
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index[n++] = edgeSplitVertex[e1];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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index[n++] = edgeSplitVertex[e1];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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indexNum[s] = n;
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break;
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}
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case 4: // third edge split
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{
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s = sides[v2] & SIDE_BACK;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e2];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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indexNum[s] = n;
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s ^= 1;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = edgeSplitVertex[e2];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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indexNum[s] = n;
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break;
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}
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case 5: // first and third edge split
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{
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s = sides[v0] & SIDE_BACK;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e0];
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index[n++] = edgeSplitVertex[e2];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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indexNum[s] = n;
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s ^= 1;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e2];
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index[n++] = edgeSplitVertex[e0];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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index[n++] = edgeSplitVertex[e2];
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indexNum[s] = n;
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break;
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}
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case 6: // second and third edge split
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{
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s = sides[v2] & SIDE_BACK;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e2];
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index[n++] = edgeSplitVertex[e1];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
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indexNum[s] = n;
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s ^= 1;
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n = indexNum[s];
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onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
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index = indexPtr[s];
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index[n++] = edgeSplitVertex[e1];
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index[n++] = edgeSplitVertex[e2];
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
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index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
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index[n++] = edgeSplitVertex[e2];
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indexNum[s] = n;
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break;
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}
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}
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}
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surface[0]->indexes.SetNum( indexNum[0] );
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surface[1]->indexes.SetNum( indexNum[1] );
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// copy vertexes
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surface[0]->verts.SetNum( vertexIndexNum[0][1] );
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index = vertexCopyIndex[0];
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for( i = numEdgeSplitVertexes; i < surface[0]->verts.Num(); i++ )
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{
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surface[0]->verts[i] = verts[index[i]];
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}
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surface[1]->verts.SetNum( vertexIndexNum[1][1] );
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index = vertexCopyIndex[1];
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for( i = numEdgeSplitVertexes; i < surface[1]->verts.Num(); i++ )
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{
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surface[1]->verts[i] = verts[index[i]];
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}
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// generate edge indexes
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surface[0]->GenerateEdgeIndexes();
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surface[1]->GenerateEdgeIndexes();
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if( frontOnPlaneEdges )
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{
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memcpy( frontOnPlaneEdges, onPlaneEdges[0], numOnPlaneEdges[0] * sizeof( int ) );
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frontOnPlaneEdges[numOnPlaneEdges[0]] = -1;
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}
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if( backOnPlaneEdges )
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{
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memcpy( backOnPlaneEdges, onPlaneEdges[1], numOnPlaneEdges[1] * sizeof( int ) );
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backOnPlaneEdges[numOnPlaneEdges[1]] = -1;
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}
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return SIDE_CROSS;
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}
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/*
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|
=================
|
|
idSurface::ClipInPlace
|
|
=================
|
|
*/
|
|
bool idSurface::ClipInPlace( const idPlane& plane, const float epsilon, const bool keepOn )
|
|
{
|
|
float* dists;
|
|
float f;
|
|
byte* sides;
|
|
int counts[3];
|
|
int i;
|
|
int* edgeSplitVertex;
|
|
int* vertexRemap;
|
|
int vertexIndexNum[2];
|
|
int* vertexCopyIndex;
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int* indexPtr;
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int indexNum;
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int numEdgeSplitVertexes;
|
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idDrawVert v;
|
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idList<idDrawVert, TAG_IDLIB_LIST_SURFACE> newVerts;
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idList<int, TAG_IDLIB_LIST_SURFACE> newIndexes;
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|
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dists = ( float* ) _alloca( verts.Num() * sizeof( float ) );
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sides = ( byte* ) _alloca( verts.Num() * sizeof( byte ) );
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|
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counts[0] = counts[1] = counts[2] = 0;
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|
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// determine side for each vertex
|
|
for( i = 0; i < verts.Num(); i++ )
|
|
{
|
|
dists[i] = f = plane.Distance( verts[i].xyz );
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|
if( f > epsilon )
|
|
{
|
|
sides[i] = SIDE_FRONT;
|
|
}
|
|
else if( f < -epsilon )
|
|
{
|
|
sides[i] = SIDE_BACK;
|
|
}
|
|
else
|
|
{
|
|
sides[i] = SIDE_ON;
|
|
}
|
|
counts[sides[i]]++;
|
|
}
|
|
|
|
// if coplanar, put on the front side if the normals match
|
|
if( !counts[SIDE_FRONT] && !counts[SIDE_BACK] )
|
|
{
|
|
|
|
f = ( verts[indexes[1]].xyz - verts[indexes[0]].xyz ).Cross( verts[indexes[0]].xyz - verts[indexes[2]].xyz ) * plane.Normal();
|
|
if( IEEE_FLT_SIGNBITSET( f ) )
|
|
{
|
|
Clear();
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
// if nothing at the front of the clipping plane
|
|
if( !counts[SIDE_FRONT] )
|
|
{
|
|
Clear();
|
|
return false;
|
|
}
|
|
// if nothing at the back of the clipping plane
|
|
if( !counts[SIDE_BACK] )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
edgeSplitVertex = ( int* ) _alloca( edges.Num() * sizeof( int ) );
|
|
numEdgeSplitVertexes = 0;
|
|
|
|
counts[SIDE_FRONT] = counts[SIDE_BACK] = 0;
|
|
|
|
// split edges
|
|
for( i = 0; i < edges.Num(); i++ )
|
|
{
|
|
int v0 = edges[i].verts[0];
|
|
int v1 = edges[i].verts[1];
|
|
|
|
// if both vertexes are on the same side or one is on the clipping plane
|
|
if( !( sides[v0] ^ sides[v1] ) || ( ( sides[v0] | sides[v1] ) & SIDE_ON ) )
|
|
{
|
|
edgeSplitVertex[i] = -1;
|
|
counts[( sides[v0] | sides[v1] ) & SIDE_BACK]++;
|
|
}
|
|
else
|
|
{
|
|
f = dists[v0] / ( dists[v0] - dists[v1] );
|
|
v.LerpAll( verts[v0], verts[v1], f );
|
|
edgeSplitVertex[i] = numEdgeSplitVertexes++;
|
|
newVerts.Append( v );
|
|
}
|
|
}
|
|
|
|
// each edge is shared by at most two triangles, as such there can never be
|
|
// more indexes than twice the number of edges
|
|
newIndexes.Resize( ( counts[SIDE_FRONT] << 1 ) + ( numEdgeSplitVertexes << 2 ) );
|
|
|
|
// allocate indexes to construct the triangle indexes for the front and back surface
|
|
vertexRemap = ( int* ) _alloca( verts.Num() * sizeof( int ) );
|
|
memset( vertexRemap, -1, verts.Num() * sizeof( int ) );
|
|
|
|
vertexCopyIndex = ( int* ) _alloca( ( numEdgeSplitVertexes + verts.Num() ) * sizeof( int ) );
|
|
|
|
vertexIndexNum[0] = 0;
|
|
vertexIndexNum[1] = numEdgeSplitVertexes;
|
|
|
|
indexPtr = newIndexes.Ptr();
|
|
indexNum = newIndexes.Num();
|
|
|
|
// split surface triangles
|
|
for( i = 0; i < edgeIndexes.Num(); i += 3 )
|
|
{
|
|
int e0, e1, e2, v0, v1, v2;
|
|
|
|
e0 = abs( edgeIndexes[i + 0] );
|
|
e1 = abs( edgeIndexes[i + 1] );
|
|
e2 = abs( edgeIndexes[i + 2] );
|
|
|
|
v0 = indexes[i + 0];
|
|
v1 = indexes[i + 1];
|
|
v2 = indexes[i + 2];
|
|
|
|
switch( ( INT32_SIGNBITSET( edgeSplitVertex[e0] ) | ( INT32_SIGNBITSET( edgeSplitVertex[e1] ) << 1 ) | ( INT32_SIGNBITSET( edgeSplitVertex[e2] ) << 2 ) ) ^ 7 )
|
|
{
|
|
case 0: // no edges split
|
|
{
|
|
if( ( sides[v0] | sides[v1] | sides[v2] ) & SIDE_BACK )
|
|
{
|
|
break;
|
|
}
|
|
if( ( sides[v0] & sides[v1] & sides[v2] ) & SIDE_ON )
|
|
{
|
|
// coplanar
|
|
if( !keepOn )
|
|
{
|
|
break;
|
|
}
|
|
f = ( verts[v1].xyz - verts[v0].xyz ).Cross( verts[v0].xyz - verts[v2].xyz ) * plane.Normal();
|
|
if( IEEE_FLT_SIGNBITSET( f ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
break;
|
|
}
|
|
case 1: // first edge split
|
|
{
|
|
if( !( sides[v0] & SIDE_BACK ) )
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e0];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
}
|
|
else
|
|
{
|
|
indexPtr[indexNum++] = edgeSplitVertex[e0];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
}
|
|
break;
|
|
}
|
|
case 2: // second edge split
|
|
{
|
|
if( !( sides[v1] & SIDE_BACK ) )
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
}
|
|
else
|
|
{
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
}
|
|
break;
|
|
}
|
|
case 3: // first and second edge split
|
|
{
|
|
if( !( sides[v1] & SIDE_BACK ) )
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
indexPtr[indexNum++] = edgeSplitVertex[e0];
|
|
}
|
|
else
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e0];
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
}
|
|
break;
|
|
}
|
|
case 4: // third edge split
|
|
{
|
|
if( !( sides[v2] & SIDE_BACK ) )
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
}
|
|
else
|
|
{
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
}
|
|
break;
|
|
}
|
|
case 5: // first and third edge split
|
|
{
|
|
if( !( sides[v0] & SIDE_BACK ) )
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e0];
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
}
|
|
else
|
|
{
|
|
indexPtr[indexNum++] = edgeSplitVertex[e0];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
}
|
|
break;
|
|
}
|
|
case 6: // second and third edge split
|
|
{
|
|
if( !( sides[v2] & SIDE_BACK ) )
|
|
{
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v2 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
}
|
|
else
|
|
{
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e1];
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v0 );
|
|
indexPtr[indexNum++] = UpdateVertexIndex( vertexIndexNum, vertexRemap, vertexCopyIndex, v1 );
|
|
indexPtr[indexNum++] = edgeSplitVertex[e2];
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
newIndexes.SetNum( indexNum );
|
|
|
|
// copy vertexes
|
|
newVerts.SetNum( vertexIndexNum[1] );
|
|
for( i = numEdgeSplitVertexes; i < newVerts.Num(); i++ )
|
|
{
|
|
newVerts[i] = verts[vertexCopyIndex[i]];
|
|
}
|
|
|
|
// copy back to this surface
|
|
indexes = newIndexes;
|
|
verts = newVerts;
|
|
|
|
GenerateEdgeIndexes();
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idSurface::IsConnected
|
|
=============
|
|
*/
|
|
bool idSurface::IsConnected() const
|
|
{
|
|
int i, j, numIslands, numTris;
|
|
int queueStart, queueEnd;
|
|
int* queue, *islandNum;
|
|
int curTri, nextTri, edgeNum;
|
|
const int* index;
|
|
|
|
numIslands = 0;
|
|
numTris = indexes.Num() / 3;
|
|
islandNum = ( int* ) _alloca16( numTris * sizeof( int ) );
|
|
memset( islandNum, -1, numTris * sizeof( int ) );
|
|
queue = ( int* ) _alloca16( numTris * sizeof( int ) );
|
|
|
|
for( i = 0; i < numTris; i++ )
|
|
{
|
|
|
|
if( islandNum[i] != -1 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
queueStart = 0;
|
|
queueEnd = 1;
|
|
queue[0] = i;
|
|
islandNum[i] = numIslands;
|
|
|
|
for( curTri = queue[queueStart]; queueStart < queueEnd; curTri = queue[++queueStart] )
|
|
{
|
|
|
|
index = &edgeIndexes[curTri * 3];
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
|
|
edgeNum = index[j];
|
|
nextTri = edges[abs( edgeNum )].tris[INT32_SIGNBITNOTSET( edgeNum )];
|
|
|
|
if( nextTri == -1 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
nextTri /= 3;
|
|
|
|
if( islandNum[nextTri] != -1 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
queue[queueEnd++] = nextTri;
|
|
islandNum[nextTri] = numIslands;
|
|
}
|
|
}
|
|
numIslands++;
|
|
}
|
|
|
|
return ( numIslands == 1 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSurface::IsClosed
|
|
=================
|
|
*/
|
|
bool idSurface::IsClosed() const
|
|
{
|
|
for( int i = 0; i < edges.Num(); i++ )
|
|
{
|
|
if( edges[i].tris[0] < 0 || edges[i].tris[1] < 0 )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idSurface::IsPolytope
|
|
=============
|
|
*/
|
|
bool idSurface::IsPolytope( const float epsilon ) const
|
|
{
|
|
int i, j;
|
|
idPlane plane;
|
|
|
|
if( !IsClosed() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for( i = 0; i < indexes.Num(); i += 3 )
|
|
{
|
|
plane.FromPoints( verts[indexes[i + 0]].xyz, verts[indexes[i + 1]].xyz, verts[indexes[i + 2]].xyz );
|
|
|
|
for( j = 0; j < verts.Num(); j++ )
|
|
{
|
|
if( plane.Side( verts[j].xyz, epsilon ) == SIDE_FRONT )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idSurface::PlaneDistance
|
|
=============
|
|
*/
|
|
float idSurface::PlaneDistance( const idPlane& plane ) const
|
|
{
|
|
int i;
|
|
float d, min, max;
|
|
|
|
min = idMath::INFINITY;
|
|
max = -min;
|
|
for( i = 0; i < verts.Num(); i++ )
|
|
{
|
|
d = plane.Distance( verts[i].xyz );
|
|
if( d < min )
|
|
{
|
|
min = d;
|
|
if( IEEE_FLT_SIGNBITSET( min ) & IEEE_FLT_SIGNBITNOTSET( max ) )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
}
|
|
if( d > max )
|
|
{
|
|
max = d;
|
|
if( IEEE_FLT_SIGNBITSET( min ) & IEEE_FLT_SIGNBITNOTSET( max ) )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
}
|
|
}
|
|
if( IEEE_FLT_SIGNBITNOTSET( min ) )
|
|
{
|
|
return min;
|
|
}
|
|
if( IEEE_FLT_SIGNBITSET( max ) )
|
|
{
|
|
return max;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idSurface::PlaneSide
|
|
=============
|
|
*/
|
|
int idSurface::PlaneSide( const idPlane& plane, const float epsilon ) const
|
|
{
|
|
bool front, back;
|
|
int i;
|
|
float d;
|
|
|
|
front = false;
|
|
back = false;
|
|
for( i = 0; i < verts.Num(); i++ )
|
|
{
|
|
d = plane.Distance( verts[i].xyz );
|
|
if( d < -epsilon )
|
|
{
|
|
if( front )
|
|
{
|
|
return SIDE_CROSS;
|
|
}
|
|
back = true;
|
|
continue;
|
|
}
|
|
else if( d > epsilon )
|
|
{
|
|
if( back )
|
|
{
|
|
return SIDE_CROSS;
|
|
}
|
|
front = true;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if( back )
|
|
{
|
|
return SIDE_BACK;
|
|
}
|
|
if( front )
|
|
{
|
|
return SIDE_FRONT;
|
|
}
|
|
return SIDE_ON;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSurface::LineIntersection
|
|
=================
|
|
*/
|
|
bool idSurface::LineIntersection( const idVec3& start, const idVec3& end, bool backFaceCull ) const
|
|
{
|
|
float scale;
|
|
|
|
RayIntersection( start, end - start, scale, false );
|
|
return ( scale >= 0.0f && scale <= 1.0f );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSurface::RayIntersection
|
|
=================
|
|
*/
|
|
bool idSurface::RayIntersection( const idVec3& start, const idVec3& dir, float& scale, bool backFaceCull ) const
|
|
{
|
|
int i, i0, i1, i2, s0, s1, s2;
|
|
float d, s;
|
|
byte* sidedness;
|
|
idPluecker rayPl, pl;
|
|
idPlane plane;
|
|
|
|
sidedness = ( byte* )_alloca( edges.Num() * sizeof( byte ) );
|
|
scale = idMath::INFINITY;
|
|
|
|
rayPl.FromRay( start, dir );
|
|
|
|
// ray sidedness for edges
|
|
for( i = 0; i < edges.Num(); i++ )
|
|
{
|
|
pl.FromLine( verts[ edges[i].verts[1] ].xyz, verts[ edges[i].verts[0] ].xyz );
|
|
d = pl.PermutedInnerProduct( rayPl );
|
|
sidedness[ i ] = IEEE_FLT_SIGNBITSET( d );
|
|
}
|
|
|
|
// test triangles
|
|
for( i = 0; i < edgeIndexes.Num(); i += 3 )
|
|
{
|
|
i0 = edgeIndexes[i + 0];
|
|
i1 = edgeIndexes[i + 1];
|
|
i2 = edgeIndexes[i + 2];
|
|
s0 = sidedness[abs( i0 )] ^ INT32_SIGNBITSET( i0 );
|
|
s1 = sidedness[abs( i1 )] ^ INT32_SIGNBITSET( i1 );
|
|
s2 = sidedness[abs( i2 )] ^ INT32_SIGNBITSET( i2 );
|
|
|
|
if( s0 & s1 & s2 )
|
|
{
|
|
plane.FromPoints( verts[indexes[i + 0]].xyz, verts[indexes[i + 1]].xyz, verts[indexes[i + 2]].xyz );
|
|
plane.RayIntersection( start, dir, s );
|
|
if( idMath::Fabs( s ) < idMath::Fabs( scale ) )
|
|
{
|
|
scale = s;
|
|
}
|
|
}
|
|
else if( !backFaceCull && !( s0 | s1 | s2 ) )
|
|
{
|
|
plane.FromPoints( verts[indexes[i + 0]].xyz, verts[indexes[i + 1]].xyz, verts[indexes[i + 2]].xyz );
|
|
plane.RayIntersection( start, dir, s );
|
|
if( idMath::Fabs( s ) < idMath::Fabs( scale ) )
|
|
{
|
|
scale = s;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( idMath::Fabs( scale ) < idMath::INFINITY )
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSurface::GenerateEdgeIndexes
|
|
|
|
Assumes each edge is shared by at most two triangles.
|
|
=================
|
|
*/
|
|
void idSurface::GenerateEdgeIndexes()
|
|
{
|
|
int i, j, i0, i1, i2, s, v0, v1, edgeNum;
|
|
int* index, *vertexEdges, *edgeChain;
|
|
surfaceEdge_t e[3];
|
|
|
|
vertexEdges = ( int* ) _alloca16( verts.Num() * sizeof( int ) );
|
|
memset( vertexEdges, -1, verts.Num() * sizeof( int ) );
|
|
edgeChain = ( int* ) _alloca16( indexes.Num() * sizeof( int ) );
|
|
|
|
edgeIndexes.SetNum( indexes.Num() );
|
|
|
|
edges.Clear();
|
|
|
|
// the first edge is a dummy
|
|
e[0].verts[0] = e[0].verts[1] = e[0].tris[0] = e[0].tris[1] = 0;
|
|
edges.Append( e[0] );
|
|
|
|
for( i = 0; i < indexes.Num(); i += 3 )
|
|
{
|
|
index = indexes.Ptr() + i;
|
|
// vertex numbers
|
|
i0 = index[0];
|
|
i1 = index[1];
|
|
i2 = index[2];
|
|
// setup edges each with smallest vertex number first
|
|
s = INT32_SIGNBITSET( i1 - i0 );
|
|
e[0].verts[0] = index[s];
|
|
e[0].verts[1] = index[s ^ 1];
|
|
s = INT32_SIGNBITSET( i2 - i1 ) + 1;
|
|
e[1].verts[0] = index[s];
|
|
e[1].verts[1] = index[s ^ 3];
|
|
s = INT32_SIGNBITSET( i2 - i0 ) << 1;
|
|
e[2].verts[0] = index[s];
|
|
e[2].verts[1] = index[s ^ 2];
|
|
// get edges
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
v0 = e[j].verts[0];
|
|
v1 = e[j].verts[1];
|
|
for( edgeNum = vertexEdges[v0]; edgeNum >= 0; edgeNum = edgeChain[edgeNum] )
|
|
{
|
|
if( edges[edgeNum].verts[1] == v1 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
// if the edge does not yet exist
|
|
if( edgeNum < 0 )
|
|
{
|
|
e[j].tris[0] = e[j].tris[1] = -1;
|
|
edgeNum = edges.Append( e[j] );
|
|
edgeChain[edgeNum] = vertexEdges[v0];
|
|
vertexEdges[v0] = edgeNum;
|
|
}
|
|
// update edge index and edge tri references
|
|
if( index[j] == v0 )
|
|
{
|
|
assert( edges[edgeNum].tris[0] == -1 ); // edge may not be shared by more than two triangles
|
|
edges[edgeNum].tris[0] = i;
|
|
edgeIndexes[i + j] = edgeNum;
|
|
}
|
|
else
|
|
{
|
|
assert( edges[edgeNum].tris[1] == -1 ); // edge may not be shared by more than two triangles
|
|
edges[edgeNum].tris[1] = i;
|
|
edgeIndexes[i + j] = -edgeNum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idSurface::FindEdge
|
|
=================
|
|
*/
|
|
int idSurface::FindEdge( int v1, int v2 ) const
|
|
{
|
|
int i, firstVert, secondVert;
|
|
|
|
if( v1 < v2 )
|
|
{
|
|
firstVert = v1;
|
|
secondVert = v2;
|
|
}
|
|
else
|
|
{
|
|
firstVert = v2;
|
|
secondVert = v1;
|
|
}
|
|
for( i = 1; i < edges.Num(); i++ )
|
|
{
|
|
if( edges[i].verts[0] == firstVert )
|
|
{
|
|
if( edges[i].verts[1] == secondVert )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if( i < edges.Num() )
|
|
{
|
|
return v1 < v2 ? i : -i;
|
|
}
|
|
return 0;
|
|
}
|