doom3-bfg/neo/idlib/geometry/Surface.cpp

1070 lines
29 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
/*
=================
UpdateVertexIndex
=================
*/
ID_INLINE int UpdateVertexIndex( int vertexIndexNum[2], int* vertexRemap, int* vertexCopyIndex, int vertNum )
{
int s = INT32_SIGNBITSET( vertexRemap[vertNum] );
vertexIndexNum[0] = vertexRemap[vertNum];
vertexRemap[vertNum] = vertexIndexNum[s];
vertexIndexNum[1] += s;
vertexCopyIndex[vertexRemap[vertNum]] = vertNum;
return vertexRemap[vertNum];
}
/*
=================
idSurface::Split
=================
*/
int idSurface::Split( const idPlane& plane, const float epsilon, idSurface** front, idSurface** back, int* frontOnPlaneEdges, int* backOnPlaneEdges ) const
{
float* dists;
float f;
byte* sides;
int counts[3];
int* edgeSplitVertex;
int numEdgeSplitVertexes;
int* vertexRemap[2];
int vertexIndexNum[2][2];
int* vertexCopyIndex[2];
int* indexPtr[2];
int indexNum[2];
int* index;
int* onPlaneEdges[2];
int numOnPlaneEdges[2];
int maxOnPlaneEdges;
int i;
idSurface* surface[2];
idDrawVert v;
dists = ( float* ) _alloca( verts.Num() * sizeof( float ) );
sides = ( byte* ) _alloca( verts.Num() * sizeof( byte ) );
counts[0] = counts[1] = counts[2] = 0;
// determine side for each vertex
for( i = 0; i < verts.Num(); i++ )
{
dists[i] = f = plane.Distance( verts[i].xyz );
if( f > epsilon )
{
sides[i] = SIDE_FRONT;
}
else if( f < -epsilon )
{
sides[i] = SIDE_BACK;
}
else
{
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
*front = *back = NULL;
// 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 ) )
{
*back = new( TAG_IDLIB_SURFACE ) idSurface( *this );
return SIDE_BACK;
}
else
{
*front = new( TAG_IDLIB_SURFACE ) idSurface( *this );
return SIDE_FRONT;
}
}
// if nothing at the front of the clipping plane
if( !counts[SIDE_FRONT] )
{
*back = new( TAG_IDLIB_SURFACE ) idSurface( *this );
return SIDE_BACK;
}
// if nothing at the back of the clipping plane
if( !counts[SIDE_BACK] )
{
*front = new( TAG_IDLIB_SURFACE ) idSurface( *this );
return SIDE_FRONT;
}
// allocate front and back surface
*front = surface[0] = new( TAG_IDLIB_SURFACE ) idSurface();
*back = surface[1] = new( TAG_IDLIB_SURFACE ) idSurface();
edgeSplitVertex = ( int* ) _alloca( edges.Num() * sizeof( int ) );
numEdgeSplitVertexes = 0;
maxOnPlaneEdges = 4 * counts[SIDE_ON];
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
// split edges
for( i = 0; i < edges.Num(); i++ )
{
int v0 = edges[i].verts[0];
int v1 = edges[i].verts[1];
int sidesOr = ( sides[v0] | sides[v1] );
// if both vertexes are on the same side or one is on the clipping plane
if( !( sides[v0] ^ sides[v1] ) || ( sidesOr & SIDE_ON ) )
{
edgeSplitVertex[i] = -1;
counts[sidesOr & SIDE_BACK]++;
counts[SIDE_ON] += ( sidesOr & SIDE_ON ) >> 1;
}
else
{
f = dists[v0] / ( dists[v0] - dists[v1] );
v.LerpAll( verts[v0], verts[v1], f );
edgeSplitVertex[i] = numEdgeSplitVertexes++;
surface[0]->verts.Append( v );
surface[1]->verts.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
surface[0]->indexes.Resize( ( ( counts[SIDE_FRONT] + counts[SIDE_ON] ) * 2 ) + ( numEdgeSplitVertexes * 4 ) );
surface[1]->indexes.Resize( ( ( counts[SIDE_BACK] + counts[SIDE_ON] ) * 2 ) + ( numEdgeSplitVertexes * 4 ) );
// allocate indexes to construct the triangle indexes for the front and back surface
vertexRemap[0] = ( int* ) _alloca( verts.Num() * sizeof( int ) );
memset( vertexRemap[0], -1, verts.Num() * sizeof( int ) );
vertexRemap[1] = ( int* ) _alloca( verts.Num() * sizeof( int ) );
memset( vertexRemap[1], -1, verts.Num() * sizeof( int ) );
vertexCopyIndex[0] = ( int* ) _alloca( ( numEdgeSplitVertexes + verts.Num() ) * sizeof( int ) );
vertexCopyIndex[1] = ( int* ) _alloca( ( numEdgeSplitVertexes + verts.Num() ) * sizeof( int ) );
vertexIndexNum[0][0] = vertexIndexNum[1][0] = 0;
vertexIndexNum[0][1] = vertexIndexNum[1][1] = numEdgeSplitVertexes;
indexPtr[0] = surface[0]->indexes.Ptr();
indexPtr[1] = surface[1]->indexes.Ptr();
indexNum[0] = surface[0]->indexes.Num();
indexNum[1] = surface[1]->indexes.Num();
maxOnPlaneEdges += 4 * numEdgeSplitVertexes;
// allocate one more in case no triangles are actually split which may happen for a disconnected surface
onPlaneEdges[0] = ( int* ) _alloca( ( maxOnPlaneEdges + 1 ) * sizeof( int ) );
onPlaneEdges[1] = ( int* ) _alloca( ( maxOnPlaneEdges + 1 ) * sizeof( int ) );
numOnPlaneEdges[0] = numOnPlaneEdges[1] = 0;
// split surface triangles
for( i = 0; i < edgeIndexes.Num(); i += 3 )
{
int e0, e1, e2, v0, v1, v2, s, n;
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_ON )
{
// coplanar
f = ( verts[v1].xyz - verts[v0].xyz ).Cross( verts[v0].xyz - verts[v2].xyz ) * plane.Normal();
s = IEEE_FLT_SIGNBITSET( f );
}
else
{
s = ( sides[v0] | sides[v1] | sides[v2] ) & SIDE_BACK;
}
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]] = n;
numOnPlaneEdges[s] += ( sides[v0] & sides[v1] ) >> 1;
onPlaneEdges[s][numOnPlaneEdges[s]] = n + 1;
numOnPlaneEdges[s] += ( sides[v1] & sides[v2] ) >> 1;
onPlaneEdges[s][numOnPlaneEdges[s]] = n + 2;
numOnPlaneEdges[s] += ( sides[v2] & sides[v0] ) >> 1;
index = indexPtr[s];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
indexNum[s] = n;
break;
}
case 1: // first edge split
{
s = sides[v0] & SIDE_BACK;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e0];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
indexNum[s] = n;
s ^= 1;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
index[n++] = edgeSplitVertex[e0];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
indexNum[s] = n;
break;
}
case 2: // second edge split
{
s = sides[v1] & SIDE_BACK;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e1];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
indexNum[s] = n;
s ^= 1;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
index[n++] = edgeSplitVertex[e1];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
indexNum[s] = n;
break;
}
case 3: // first and second edge split
{
s = sides[v1] & SIDE_BACK;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e1];
index[n++] = edgeSplitVertex[e0];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
indexNum[s] = n;
s ^= 1;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e0];
index[n++] = edgeSplitVertex[e1];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
index[n++] = edgeSplitVertex[e1];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
indexNum[s] = n;
break;
}
case 4: // third edge split
{
s = sides[v2] & SIDE_BACK;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e2];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
indexNum[s] = n;
s ^= 1;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = edgeSplitVertex[e2];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
indexNum[s] = n;
break;
}
case 5: // first and third edge split
{
s = sides[v0] & SIDE_BACK;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e0];
index[n++] = edgeSplitVertex[e2];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
indexNum[s] = n;
s ^= 1;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e2];
index[n++] = edgeSplitVertex[e0];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
index[n++] = edgeSplitVertex[e2];
indexNum[s] = n;
break;
}
case 6: // second and third edge split
{
s = sides[v2] & SIDE_BACK;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e2];
index[n++] = edgeSplitVertex[e1];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v2 );
indexNum[s] = n;
s ^= 1;
n = indexNum[s];
onPlaneEdges[s][numOnPlaneEdges[s]++] = n;
index = indexPtr[s];
index[n++] = edgeSplitVertex[e1];
index[n++] = edgeSplitVertex[e2];
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v0 );
index[n++] = UpdateVertexIndex( vertexIndexNum[s], vertexRemap[s], vertexCopyIndex[s], v1 );
index[n++] = edgeSplitVertex[e2];
indexNum[s] = n;
break;
}
}
}
surface[0]->indexes.SetNum( indexNum[0] );
surface[1]->indexes.SetNum( indexNum[1] );
// copy vertexes
surface[0]->verts.SetNum( vertexIndexNum[0][1] );
index = vertexCopyIndex[0];
for( i = numEdgeSplitVertexes; i < surface[0]->verts.Num(); i++ )
{
surface[0]->verts[i] = verts[index[i]];
}
surface[1]->verts.SetNum( vertexIndexNum[1][1] );
index = vertexCopyIndex[1];
for( i = numEdgeSplitVertexes; i < surface[1]->verts.Num(); i++ )
{
surface[1]->verts[i] = verts[index[i]];
}
// generate edge indexes
surface[0]->GenerateEdgeIndexes();
surface[1]->GenerateEdgeIndexes();
if( frontOnPlaneEdges )
{
memcpy( frontOnPlaneEdges, onPlaneEdges[0], numOnPlaneEdges[0] * sizeof( int ) );
frontOnPlaneEdges[numOnPlaneEdges[0]] = -1;
}
if( backOnPlaneEdges )
{
memcpy( backOnPlaneEdges, onPlaneEdges[1], numOnPlaneEdges[1] * sizeof( int ) );
backOnPlaneEdges[numOnPlaneEdges[1]] = -1;
}
return SIDE_CROSS;
}
/*
=================
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;
int* indexPtr;
int indexNum;
int numEdgeSplitVertexes;
idDrawVert v;
idList<idDrawVert, TAG_IDLIB_LIST_SURFACE> newVerts;
idList<int, TAG_IDLIB_LIST_SURFACE> newIndexes;
dists = ( float* ) _alloca( verts.Num() * sizeof( float ) );
sides = ( byte* ) _alloca( verts.Num() * sizeof( byte ) );
counts[0] = counts[1] = counts[2] = 0;
// determine side for each vertex
for( i = 0; i < verts.Num(); i++ )
{
dists[i] = f = plane.Distance( verts[i].xyz );
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;
}