mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-14 00:11:09 +00:00
fixed texture-fitting with rotated texture transforms
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@39 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
parent
0ae156cf51
commit
0819a13b05
2 changed files with 44 additions and 177 deletions
1
CHANGES
1
CHANGES
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@ -6,6 +6,7 @@ SPoG
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- Fixed crash when resetting preferences after startup failure.
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- Fixed crash when resetting preferences after startup failure.
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- Fixed crash on next-leak-spot with build-monitoring enabled.
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- Fixed crash on next-leak-spot with build-monitoring enabled.
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- Fixed doom3/quake4 blended-decal rendering when toggling lighting mode.
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- Fixed doom3/quake4 blended-decal rendering when toggling lighting mode.
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- Fixed fit-texture with rotated texture transforms.
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20/03/2006
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20/03/2006
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SPoG
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SPoG
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@ -32,6 +32,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "texturelib.h"
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#include "texturelib.h"
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#include "math/matrix.h"
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#include "math/matrix.h"
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#include "math/plane.h"
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#include "math/plane.h"
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#include "math/aabb.h"
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#include "winding.h"
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#include "winding.h"
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#include "preferences.h"
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#include "preferences.h"
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@ -407,107 +408,16 @@ void AddPointToBounds(const Vector3& v, Vector3& mins, Vector3& maxs)
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}
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}
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}
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}
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void Texdef_FitTexture(texdef_t& td, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat)
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template<typename Element>
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inline BasicVector3<Element> vector3_inverse(const BasicVector3<Element>& self)
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{
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{
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float temp;
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return BasicVector3<Element>(
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float rot_width, rot_height;
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Element(1.0 / self.x()),
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float cosv,sinv;
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Element(1.0 / self.y()),
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float min_t, min_s, max_t, max_s;
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Element(1.0 / self.z())
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float s,t;
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);
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Vector3 vecs[2];
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Vector3 coords[4];
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Vector3 mins, maxs;
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if(s_repeat == 0)
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s_repeat = 1;
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if(t_repeat == 0)
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t_repeat = 1;
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{
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ClearBounds(mins, maxs);
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for(Winding::const_iterator i = w.begin(); i != w.end(); ++i)
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{
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AddPointToBounds((*i).vertex, mins, maxs);
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}
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}
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//
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// get the current angle
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//
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{
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double ang = degrees_to_radians(td.rotate);
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sinv = static_cast<float>(sin(ang));
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cosv = static_cast<float>(cos(ang));
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}
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// get natural texture axis
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TextureAxisFromNormal(normal, vecs[0], vecs[1]);
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min_s = static_cast<float>(vector3_dot(mins, vecs[0]));
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min_t = static_cast<float>(vector3_dot(mins, vecs[1]));
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max_s = static_cast<float>(vector3_dot(maxs, vecs[0]));
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max_t = static_cast<float>(vector3_dot(maxs, vecs[1]));
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coords[0][0] = min_s;
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coords[0][1] = min_t;
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coords[1][0] = max_s;
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coords[1][1] = min_t;
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coords[2][0] = min_s;
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coords[2][1] = max_t;
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coords[3][0] = max_s;
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coords[3][1] = max_t;
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min_s = min_t = 99999;
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max_s = max_t = -99999;
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for (int i=0; i<4; i++)
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{
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s = cosv * coords[i][0] - sinv * coords[i][1];
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t = sinv * coords[i][0] + cosv * coords[i][1];
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if (i&1)
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{
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if (s > max_s)
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{
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max_s = s;
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}
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}
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else
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{
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if (s < min_s)
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{
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min_s = s;
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}
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if (i<2)
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{
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if (t < min_t)
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{
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min_t = t;
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}
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}
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else
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{
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if (t > max_t)
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{
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max_t = t;
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}
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}
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}
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}
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rot_width = (max_s - min_s);
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rot_height = (max_t - min_t);
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td.scale[0] = -(rot_width/(static_cast<float>(width) * s_repeat));
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td.scale[1] = -(rot_height/(static_cast<float>(height) * t_repeat));
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td.shift[0] = min_s/td.scale[0];
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temp = static_cast<float>(float_to_integer(td.shift[0] / (static_cast<float>(width) * s_repeat)));
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temp = (temp+1)*static_cast<float>(width) * s_repeat;
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td.shift[0] = static_cast<float>(float_to_integer(temp - td.shift[0]) % static_cast<int>(static_cast<float>(width) * s_repeat));
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td.shift[1] = min_t/td.scale[1];
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temp = static_cast<float>(float_to_integer(td.shift[1] / (static_cast<float>(height) * t_repeat)));
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temp = (temp+1)*(static_cast<float>(height) * t_repeat);
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td.shift[1] = static_cast<float>(float_to_integer(temp - td.shift[1]) % static_cast<int>(static_cast<float>(height) * t_repeat));
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}
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}
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// low level functions .. put in mathlib?
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// low level functions .. put in mathlib?
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#define BPMatCopy(a,b) {b[0][0] = a[0][0]; b[0][1] = a[0][1]; b[0][2] = a[0][2]; b[1][0] = a[1][0]; b[1][1] = a[1][1]; b[1][2] = a[1][2];}
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#define BPMatCopy(a,b) {b[0][0] = a[0][0]; b[0][1] = a[0][1]; b[0][2] = a[0][2]; b[1][0] = a[1][0]; b[1][1] = a[1][1]; b[1][2] = a[1][2];}
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// apply a scale transformation to the BP matrix
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// apply a scale transformation to the BP matrix
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@ -1192,81 +1102,6 @@ void BPTexdef_Construct(brushprimit_texdef_t& bp_td, std::size_t width, std::siz
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ConvertTexMatWithDimensions(bp_td.coords, 2, 2, bp_td.coords, width, height);
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ConvertTexMatWithDimensions(bp_td.coords, 2, 2, bp_td.coords, width, height);
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}
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}
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//++timo FIXME quick'n dirty hack, doesn't care about current texture settings (angle)
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// can be improved .. bug #107311
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void BPTexdef_FitTexture(brushprimit_texdef_t& bp_td, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat)
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{
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Vector3 BBoxSTMin, BBoxSTMax;
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Vector3 M[3],D[2];
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// Vector3 N[2],Mf[2];
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brushprimit_texdef_t N;
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Vector3 Mf[2];
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//qtexture_t texture;
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//texture.width = width;
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//texture.height = height;
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// we'll be working on a standardized texture size
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// ConvertTexMatWithQTexture( &bp_td, &texture, &bp_td, 0 );
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// compute the BBox in ST coords
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{
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Winding tmp(w);
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Texdef_EmitTextureCoordinates(TextureProjection(texdef_t(), bp_td, Vector3(0, 0, 0), Vector3(0, 0, 0)), width, height, tmp, normal, g_matrix4_identity);
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ClearBounds( BBoxSTMin, BBoxSTMax );
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for(Winding::const_iterator i = tmp.begin(); i != tmp.end(); ++i)
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{
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// AddPointToBounds in 2D on (S,T) coordinates
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for(int j=0 ; j<2 ; j++)
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{
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float val = (*i).texcoord[j];
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if (val < BBoxSTMin[j])
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BBoxSTMin[j] = val;
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if (val > BBoxSTMax[j])
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BBoxSTMax[j] = val;
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}
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}
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}
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// we have the three points of the BBox (BBoxSTMin[0].BBoxSTMin[1]) (BBoxSTMax[0],BBoxSTMin[1]) (BBoxSTMin[0],BBoxSTMax[1]) in ST space
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// the BP matrix we are looking for gives (0,0) (nwidth,0) (0,t_repeat) coordinates in (Sfit,Tfit) space to these three points
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// we have A(Sfit,Tfit) = (0,0) = Mf * A(TexS,TexT) = N * M * A(TexS,TexT) = N * A(S,T)
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// so we solve the system for N and then Mf = N * M
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M[0][0] = BBoxSTMin[0]; M[0][1] = BBoxSTMax[0]; M[0][2] = BBoxSTMin[0];
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M[1][0] = BBoxSTMin[1]; M[1][1] = BBoxSTMin[1]; M[1][2] = BBoxSTMax[1];
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D[0][0] = 0.0f; D[0][1] = s_repeat; D[0][2] = 0.0f;
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D[1][0] = 0.0f; D[1][1] = 0.0f; D[1][2] = t_repeat;
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MatrixForPoints( M, D, &N );
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#if 0
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// FIT operation gives coordinates of three points of the bounding box in (S',T'), our target axis base
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// A(S',T')=(0,0) B(S',T')=(s_repeat,0) C(S',T')=(0,t_repeat)
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// and we have them in (S,T) axis base: A(S,T)=(BBoxSTMin[0],BBoxSTMin[1]) B(S,T)=(BBoxSTMax[0],BBoxSTMin[1]) C(S,T)=(BBoxSTMin[0],BBoxSTMax[1])
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// we compute the N transformation so that: A(S',T') = N * A(S,T)
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VectorSet( N[0], (BBoxSTMax[0]-BBoxSTMin[0])/s_repeat, 0.0f, BBoxSTMin[0] );
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VectorSet( N[1], 0.0f, (BBoxSTMax[1]-BBoxSTMin[1])/t_repeat, BBoxSTMin[1] );
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#endif
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// the final matrix is the product (Mf stands for Mfit)
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Mf[0][0] = N.coords[0][0] * bp_td.coords[0][0] + N.coords[0][1] * bp_td.coords[1][0];
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Mf[0][1] = N.coords[0][0] * bp_td.coords[0][1] + N.coords[0][1] * bp_td.coords[1][1];
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Mf[0][2] = N.coords[0][0] * bp_td.coords[0][2] + N.coords[0][1] * bp_td.coords[1][2] + N.coords[0][2];
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Mf[1][0] = N.coords[1][0] * bp_td.coords[0][0] + N.coords[1][1] * bp_td.coords[1][0];
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Mf[1][1] = N.coords[1][0] * bp_td.coords[0][1] + N.coords[1][1] * bp_td.coords[1][1];
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Mf[1][2] = N.coords[1][0] * bp_td.coords[0][2] + N.coords[1][1] * bp_td.coords[1][2] + N.coords[1][2];
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// copy back
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bp_td.coords[0][0] = Mf[0][0];
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bp_td.coords[0][1] = Mf[0][1];
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bp_td.coords[0][2] = Mf[0][2];
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bp_td.coords[1][0] = Mf[1][0];
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bp_td.coords[1][1] = Mf[1][1];
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bp_td.coords[1][2] = Mf[1][2];
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// handle the texture size
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// ConvertTexMatWithQTexture( &bp_td, 0, &bp_td, &texture );
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}
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void Texdef_Assign(TextureProjection& projection, const TextureProjection& other)
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void Texdef_Assign(TextureProjection& projection, const TextureProjection& other)
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{
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{
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if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
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if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
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@ -1322,14 +1157,45 @@ void Texdef_Rotate(TextureProjection& projection, float angle)
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void Texdef_FitTexture(TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat)
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void Texdef_FitTexture(TextureProjection& projection, std::size_t width, std::size_t height, const Vector3& normal, const Winding& w, float s_repeat, float t_repeat)
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{
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{
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if (g_bp_globals.m_texdefTypeId == TEXDEFTYPEID_BRUSHPRIMITIVES)
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if(w.numpoints < 3)
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{
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{
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BPTexdef_FitTexture(projection.m_brushprimit_texdef, width, height, normal, w, s_repeat, t_repeat);
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return;
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}
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}
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else
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Matrix4 st2tex;
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Texdef_toTransform(projection, (float)width, (float)height, st2tex);
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// the current texture transform
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Matrix4 local2tex = st2tex;
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{
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{
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Texdef_FitTexture(projection.m_texdef, width, height, normal, w, s_repeat, t_repeat);
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Matrix4 xyz2st;
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Texdef_basisForNormal(projection, normal, xyz2st);
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matrix4_multiply_by_matrix4(local2tex, xyz2st);
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}
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}
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// the bounds of the current texture transform
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AABB bounds;
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for(Winding::const_iterator i = w.begin(); i != w.end(); ++i)
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{
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Vector3 texcoord = matrix4_transformed_point(local2tex, (*i).vertex);
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aabb_extend_by_point_safe(bounds, texcoord);
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}
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bounds.origin.z() = 0;
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bounds.extents.z() = 1;
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// the bounds of a perfectly fitted texture transform
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AABB perfect(Vector3(s_repeat * 0.5, t_repeat * 0.5, 0), Vector3(s_repeat * 0.5, t_repeat * 0.5, 1));
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// the difference between the current texture transform and the perfectly fitted transform
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Matrix4 matrix(matrix4_translation_for_vec3(bounds.origin - perfect.origin));
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matrix4_pivoted_scale_by_vec3(matrix, bounds.extents / perfect.extents, perfect.origin);
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matrix4_affine_invert(matrix);
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// apply the difference to the current texture transform
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matrix4_premultiply_by_matrix4(st2tex, matrix);
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Texdef_fromTransform(projection, (float)width, (float)height, st2tex);
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Texdef_normalise(projection, (float)width, (float)height);
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}
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}
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float Texdef_getDefaultTextureScale()
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float Texdef_getDefaultTextureScale()
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