mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-21 01:41:00 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
826 lines
21 KiB
C
826 lines
21 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define MESH_C
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/* dependencies */
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#include "q3map2.h"
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/*
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LerpDrawVert()
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returns an 50/50 interpolated vert
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*/
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void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out )
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{
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int k;
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out->xyz[ 0 ] = 0.5 * (a->xyz[ 0 ] + b->xyz[ 0 ]);
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out->xyz[ 1 ] = 0.5 * (a->xyz[ 1 ] + b->xyz[ 1 ]);
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out->xyz[ 2 ] = 0.5 * (a->xyz[ 2 ] + b->xyz[ 2 ]);
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out->st[ 0 ] = 0.5 * (a->st[ 0 ] + b->st[ 0 ]);
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out->st[ 1 ] = 0.5 * (a->st[ 1 ] + b->st[ 1 ]);
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for( k = 0; k < MAX_LIGHTMAPS; k++ )
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{
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out->lightmap[ k ][ 0 ] = 0.5f * (a->lightmap[ k ][ 0 ] + b->lightmap[ k ][ 0 ]);
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out->lightmap[ k ][ 1 ] = 0.5f * (a->lightmap[ k ][ 1 ] + b->lightmap[ k ][ 1 ]);
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out->color[ k ][ 0 ] = (a->color[ k ][ 0 ] + b->color[ k ][ 0 ]) >> 1;
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out->color[ k ][ 1 ] = (a->color[ k ][ 1 ] + b->color[ k ][ 1 ]) >> 1;
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out->color[ k ][ 2 ] = (a->color[ k ][ 2 ] + b->color[ k ][ 2 ]) >> 1;
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out->color[ k ][ 3 ] = (a->color[ k ][ 3 ] + b->color[ k ][ 3 ]) >> 1;
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}
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/* ydnar: added normal interpolation */
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out->normal[ 0 ] = 0.5f * (a->normal[ 0 ] + b->normal[ 0 ]);
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out->normal[ 1 ] = 0.5f * (a->normal[ 1 ] + b->normal[ 1 ]);
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out->normal[ 2 ] = 0.5f * (a->normal[ 2 ] + b->normal[ 2 ]);
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/* if the interpolant created a bogus normal, just copy the normal from a */
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if( VectorNormalize( out->normal, out->normal ) == 0 )
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VectorCopy( a->normal, out->normal );
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}
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/*
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LerpDrawVertAmount()
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returns a biased interpolated vert
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*/
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void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out )
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{
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int k;
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out->xyz[ 0 ] = a->xyz[ 0 ] + amount * (b->xyz[ 0 ] - a->xyz[ 0 ]);
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out->xyz[ 1 ] = a->xyz[ 1 ] + amount * (b->xyz[ 1 ] - a->xyz[ 1 ]);
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out->xyz[ 2 ] = a->xyz[ 2 ] + amount * (b->xyz[ 2 ] - a->xyz[ 2 ]);
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out->st[ 0 ] = a->st[ 0 ] + amount * (b->st[ 0 ] - a->st[ 0 ]);
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out->st[ 1 ] = a->st[ 1 ] + amount * (b->st[ 1 ] - a->st[ 1 ]);
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for( k = 0; k < MAX_LIGHTMAPS; k++ )
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{
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out->lightmap[ k ][ 0 ] = a->lightmap[ k ][ 0 ] + amount * (b->lightmap[ k ][ 0 ] - a->lightmap[ k ][ 0 ]);
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out->lightmap[ k ][ 1 ] = a->lightmap[ k ][ 1 ] + amount * (b->lightmap[ k ][ 1 ] - a->lightmap[ k ][ 1 ]);
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out->color[ k ][ 0 ] = a->color[ k ][ 0 ] + amount * (b->color[ k ][ 0 ] - a->color[ k ][ 0 ]);
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out->color[ k ][ 1 ] = a->color[ k ][ 1 ] + amount * (b->color[ k ][ 1 ] - a->color[ k ][ 1 ]);
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out->color[ k ][ 2 ] = a->color[ k ][ 2 ] + amount * (b->color[ k ][ 2 ] - a->color[ k ][ 2 ]);
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out->color[ k ][ 3 ] = a->color[ k ][ 3 ] + amount * (b->color[ k ][ 3 ] - a->color[ k ][ 3 ]);
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}
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out->normal[ 0 ] = a->normal[ 0 ] + amount * (b->normal[ 0 ] - a->normal[ 0 ]);
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out->normal[ 1 ] = a->normal[ 1 ] + amount * (b->normal[ 1 ] - a->normal[ 1 ]);
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out->normal[ 2 ] = a->normal[ 2 ] + amount * (b->normal[ 2 ] - a->normal[ 2 ]);
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/* if the interpolant created a bogus normal, just copy the normal from a */
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if( VectorNormalize( out->normal, out->normal ) == 0 )
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VectorCopy( a->normal, out->normal );
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}
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void FreeMesh( mesh_t *m ) {
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free( m->verts );
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free( m );
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}
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void PrintMesh( mesh_t *m ) {
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int i, j;
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for ( i = 0 ; i < m->height ; i++ ) {
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for ( j = 0 ; j < m->width ; j++ ) {
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Sys_Printf("(%5.2f %5.2f %5.2f) "
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, m->verts[i*m->width+j].xyz[0]
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, m->verts[i*m->width+j].xyz[1]
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, m->verts[i*m->width+j].xyz[2] );
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}
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Sys_Printf("\n");
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}
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}
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mesh_t *CopyMesh( mesh_t *mesh ) {
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mesh_t *out;
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int size;
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out = safe_malloc( sizeof( *out ) );
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out->width = mesh->width;
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out->height = mesh->height;
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size = out->width * out->height * sizeof( *out->verts );
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out->verts = safe_malloc( size );
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memcpy( out->verts, mesh->verts, size );
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return out;
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}
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/*
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TransposeMesh()
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returns a transposed copy of the mesh, freeing the original
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*/
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mesh_t *TransposeMesh( mesh_t *in ) {
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int w, h;
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mesh_t *out;
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out = safe_malloc( sizeof( *out ) );
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out->width = in->height;
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out->height = in->width;
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out->verts = safe_malloc( out->width * out->height * sizeof( bspDrawVert_t ) );
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for ( h = 0 ; h < in->height ; h++ ) {
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for ( w = 0 ; w < in->width ; w++ ) {
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out->verts[ w * in->height + h ] = in->verts[ h * in->width + w ];
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}
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}
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FreeMesh( in );
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return out;
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}
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void InvertMesh( mesh_t *in ) {
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int w, h;
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bspDrawVert_t temp;
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for ( h = 0 ; h < in->height ; h++ ) {
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for ( w = 0 ; w < in->width / 2 ; w++ ) {
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temp = in->verts[ h * in->width + w ];
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in->verts[ h * in->width + w ] = in->verts[ h * in->width + in->width - 1 - w ];
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in->verts[ h * in->width + in->width - 1 - w ] = temp;
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}
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}
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}
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/*
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=================
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MakeMeshNormals
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=================
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*/
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void MakeMeshNormals( mesh_t in )
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{
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int i, j, k, dist;
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vec3_t normal;
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vec3_t sum;
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int count;
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vec3_t base;
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vec3_t delta;
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int x, y;
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bspDrawVert_t *dv;
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vec3_t around[8], temp;
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qboolean good[8];
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qboolean wrapWidth, wrapHeight;
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float len;
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int neighbors[8][2] =
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{
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{0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
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};
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wrapWidth = qfalse;
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for ( i = 0 ; i < in.height ; i++ ) {
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VectorSubtract( in.verts[i*in.width].xyz,
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in.verts[i*in.width+in.width-1].xyz, delta );
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len = VectorLength( delta );
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if ( len > 1.0 ) {
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break;
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}
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}
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if ( i == in.height ) {
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wrapWidth = qtrue;
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}
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wrapHeight = qfalse;
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for ( i = 0 ; i < in.width ; i++ ) {
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VectorSubtract( in.verts[i].xyz,
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in.verts[i + (in.height-1)*in.width].xyz, delta );
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len = VectorLength( delta );
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if ( len > 1.0 ) {
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break;
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}
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}
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if ( i == in.width) {
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wrapHeight = qtrue;
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}
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for ( i = 0 ; i < in.width ; i++ ) {
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for ( j = 0 ; j < in.height ; j++ ) {
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count = 0;
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dv = &in.verts[j*in.width+i];
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VectorCopy( dv->xyz, base );
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for ( k = 0 ; k < 8 ; k++ ) {
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VectorClear( around[k] );
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good[k] = qfalse;
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for ( dist = 1 ; dist <= 3 ; dist++ ) {
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x = i + neighbors[k][0] * dist;
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y = j + neighbors[k][1] * dist;
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if ( wrapWidth ) {
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if ( x < 0 ) {
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x = in.width - 1 + x;
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} else if ( x >= in.width ) {
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x = 1 + x - in.width;
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}
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}
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if ( wrapHeight ) {
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if ( y < 0 ) {
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y = in.height - 1 + y;
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} else if ( y >= in.height ) {
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y = 1 + y - in.height;
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}
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}
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if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {
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break; // edge of patch
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}
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VectorSubtract( in.verts[y*in.width+x].xyz, base, temp );
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if ( VectorNormalize( temp, temp ) == 0 ) {
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continue; // degenerate edge, get more dist
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} else {
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good[k] = qtrue;
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VectorCopy( temp, around[k] );
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break; // good edge
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}
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}
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}
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VectorClear( sum );
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for ( k = 0 ; k < 8 ; k++ ) {
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if ( !good[k] || !good[(k+1)&7] ) {
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continue; // didn't get two points
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}
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CrossProduct( around[(k+1)&7], around[k], normal );
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if ( VectorNormalize( normal, normal ) == 0 ) {
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continue;
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}
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VectorAdd( normal, sum, sum );
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count++;
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}
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if ( count == 0 ) {
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//Sys_Printf("bad normal\n");
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count = 1;
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}
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VectorNormalize( sum, dv->normal );
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}
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}
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}
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/*
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PutMeshOnCurve()
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drops the aproximating points onto the curve
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ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess
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*/
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void PutMeshOnCurve( mesh_t in ) {
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int i, j, l, m;
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float prev, next;
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// put all the aproximating points on the curve
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for ( i = 0 ; i < in.width ; i++ ) {
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for ( j = 1 ; j < in.height ; j += 2 ) {
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for ( l = 0 ; l < 3 ; l++ ) {
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prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j+1)*in.width+i].xyz[l] ) * 0.5;
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next = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j-1)*in.width+i].xyz[l] ) * 0.5;
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in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
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/* ydnar: interpolating st coords */
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if( l < 2 )
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{
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prev = ( in.verts[j*in.width+i].st[l] + in.verts[(j+1)*in.width+i].st[l] ) * 0.5;
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next = ( in.verts[j*in.width+i].st[l] + in.verts[(j-1)*in.width+i].st[l] ) * 0.5;
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in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;
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for( m = 0; m < MAX_LIGHTMAPS; m++ )
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{
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prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j+1)*in.width+i].lightmap[ m ][l] ) * 0.5;
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next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j-1)*in.width+i].lightmap[ m ][l] ) * 0.5;
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in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;
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}
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}
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}
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}
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}
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for ( j = 0 ; j < in.height ; j++ ) {
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for ( i = 1 ; i < in.width ; i += 2 ) {
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for ( l = 0 ; l < 3 ; l++ ) {
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prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i+1].xyz[l] ) * 0.5;
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next = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i-1].xyz[l] ) * 0.5;
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in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
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/* ydnar: interpolating st coords */
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if( l < 2 )
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{
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prev = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i+1].st[l] ) * 0.5;
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next = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i-1].st[l] ) * 0.5;
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in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;
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for( m = 0; m < MAX_LIGHTMAPS; m++ )
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{
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prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i+1].lightmap[ m ][l] ) * 0.5;
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next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i-1].lightmap[ m ][l] ) * 0.5;
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in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;
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}
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}
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}
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}
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}
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}
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/*
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=================
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SubdivideMesh
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=================
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*/
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mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
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{
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int i, j, k, l;
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bspDrawVert_t prev, next, mid;
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vec3_t prevxyz, nextxyz, midxyz;
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vec3_t delta;
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float len;
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mesh_t out;
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/* ydnar: static for os x */
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MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
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out.width = in.width;
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out.height = in.height;
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for ( i = 0 ; i < in.width ; i++ ) {
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for ( j = 0 ; j < in.height ; j++ ) {
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expand[j][i] = in.verts[j*in.width+i];
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}
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}
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// horizontal subdivisions
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for ( j = 0 ; j + 2 < out.width ; j += 2 ) {
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// check subdivided midpoints against control points
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for ( i = 0 ; i < out.height ; i++ ) {
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for ( l = 0 ; l < 3 ; l++ ) {
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prevxyz[l] = expand[i][j+1].xyz[l] - expand[i][j].xyz[l];
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nextxyz[l] = expand[i][j+2].xyz[l] - expand[i][j+1].xyz[l];
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midxyz[l] = (expand[i][j].xyz[l] + expand[i][j+1].xyz[l] * 2
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+ expand[i][j+2].xyz[l] ) * 0.25;
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}
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// if the span length is too long, force a subdivision
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if ( VectorLength( prevxyz ) > minLength
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|| VectorLength( nextxyz ) > minLength ) {
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break;
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}
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// see if this midpoint is off far enough to subdivide
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VectorSubtract( expand[i][j+1].xyz, midxyz, delta );
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len = VectorLength( delta );
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if ( len > maxError ) {
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break;
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}
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}
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if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
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break; // can't subdivide any more
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}
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if ( i == out.height ) {
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continue; // didn't need subdivision
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}
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// insert two columns and replace the peak
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out.width += 2;
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for ( i = 0 ; i < out.height ; i++ ) {
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LerpDrawVert( &expand[i][j], &expand[i][j+1], &prev );
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LerpDrawVert( &expand[i][j+1], &expand[i][j+2], &next );
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LerpDrawVert( &prev, &next, &mid );
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for ( k = out.width - 1 ; k > j + 3 ; k-- ) {
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expand[i][k] = expand[i][k-2];
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}
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expand[i][j + 1] = prev;
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expand[i][j + 2] = mid;
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expand[i][j + 3] = next;
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}
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// back up and recheck this set again, it may need more subdivision
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j -= 2;
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}
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// vertical subdivisions
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for ( j = 0 ; j + 2 < out.height ; j += 2 ) {
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// check subdivided midpoints against control points
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for ( i = 0 ; i < out.width ; i++ ) {
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for ( l = 0 ; l < 3 ; l++ ) {
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prevxyz[l] = expand[j+1][i].xyz[l] - expand[j][i].xyz[l];
|
|
nextxyz[l] = expand[j+2][i].xyz[l] - expand[j+1][i].xyz[l];
|
|
midxyz[l] = (expand[j][i].xyz[l] + expand[j+1][i].xyz[l] * 2
|
|
+ expand[j+2][i].xyz[l] ) * 0.25;
|
|
}
|
|
|
|
// if the span length is too long, force a subdivision
|
|
if ( VectorLength( prevxyz ) > minLength
|
|
|| VectorLength( nextxyz ) > minLength ) {
|
|
break;
|
|
}
|
|
// see if this midpoint is off far enough to subdivide
|
|
VectorSubtract( expand[j+1][i].xyz, midxyz, delta );
|
|
len = VectorLength( delta );
|
|
if ( len > maxError ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {
|
|
break; // can't subdivide any more
|
|
}
|
|
|
|
if ( i == out.width ) {
|
|
continue; // didn't need subdivision
|
|
}
|
|
|
|
// insert two columns and replace the peak
|
|
out.height += 2;
|
|
|
|
for ( i = 0 ; i < out.width ; i++ ) {
|
|
LerpDrawVert( &expand[j][i], &expand[j+1][i], &prev );
|
|
LerpDrawVert( &expand[j+1][i], &expand[j+2][i], &next );
|
|
LerpDrawVert( &prev, &next, &mid );
|
|
|
|
for ( k = out.height - 1 ; k > j + 3 ; k-- ) {
|
|
expand[k][i] = expand[k-2][i];
|
|
}
|
|
expand[j+1][i] = prev;
|
|
expand[j+2][i] = mid;
|
|
expand[j+3][i] = next;
|
|
}
|
|
|
|
// back up and recheck this set again, it may need more subdivision
|
|
j -= 2;
|
|
|
|
}
|
|
|
|
// collapse the verts
|
|
|
|
out.verts = &expand[0][0];
|
|
for ( i = 1 ; i < out.height ; i++ ) {
|
|
memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
|
|
}
|
|
|
|
return CopyMesh(&out);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
IterationsForCurve() - ydnar
|
|
given a curve of a certain length, return the number of subdivision iterations
|
|
note: this is affected by subdivision amount
|
|
*/
|
|
|
|
int IterationsForCurve( float len, int subdivisions )
|
|
{
|
|
int iterations, facets;
|
|
|
|
|
|
/* calculate the number of subdivisions */
|
|
for( iterations = 0; iterations < 3; iterations++ )
|
|
{
|
|
facets = subdivisions * 16 * pow( 2, iterations );
|
|
if( facets >= len )
|
|
break;
|
|
}
|
|
|
|
/* return to caller */
|
|
return iterations;
|
|
}
|
|
|
|
|
|
/*
|
|
SubdivideMesh2() - ydnar
|
|
subdivides each mesh quad a specified number of times
|
|
*/
|
|
|
|
mesh_t *SubdivideMesh2( mesh_t in, int iterations )
|
|
{
|
|
int i, j, k;
|
|
bspDrawVert_t prev, next, mid;
|
|
mesh_t out;
|
|
|
|
/* ydnar: static for os x */
|
|
MAC_STATIC bspDrawVert_t expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];
|
|
|
|
|
|
/* initial setup */
|
|
out.width = in.width;
|
|
out.height = in.height;
|
|
for( i = 0; i < in.width; i++ )
|
|
{
|
|
for( j = 0; j < in.height; j++ )
|
|
expand[ j ][ i ] = in.verts[ j * in.width + i ];
|
|
}
|
|
|
|
/* keep chopping */
|
|
for( ; iterations > 0; iterations-- )
|
|
{
|
|
/* horizontal subdivisions */
|
|
for( j = 0; j + 2 < out.width; j += 4 )
|
|
{
|
|
/* check size limit */
|
|
if( out.width + 2 >= MAX_EXPANDED_AXIS )
|
|
break;
|
|
|
|
/* insert two columns and replace the peak */
|
|
out.width += 2;
|
|
for( i = 0; i < out.height; i++ )
|
|
{
|
|
LerpDrawVert( &expand[ i ][ j ], &expand[ i ][ j + 1 ], &prev );
|
|
LerpDrawVert( &expand[ i ][ j + 1 ], &expand[ i ][ j + 2 ], &next );
|
|
LerpDrawVert( &prev, &next, &mid );
|
|
|
|
for ( k = out.width - 1 ; k > j + 3; k-- )
|
|
expand [ i ][ k ] = expand[ i ][ k - 2 ];
|
|
expand[ i ][ j + 1 ] = prev;
|
|
expand[ i ][ j + 2 ] = mid;
|
|
expand[ i ][ j + 3 ] = next;
|
|
}
|
|
|
|
}
|
|
|
|
/* vertical subdivisions */
|
|
for ( j = 0; j + 2 < out.height; j += 4 )
|
|
{
|
|
/* check size limit */
|
|
if( out.height + 2 >= MAX_EXPANDED_AXIS )
|
|
break;
|
|
|
|
/* insert two columns and replace the peak */
|
|
out.height += 2;
|
|
for( i = 0; i < out.width; i++ )
|
|
{
|
|
LerpDrawVert( &expand[ j ][ i ], &expand[ j + 1 ][ i ], &prev );
|
|
LerpDrawVert( &expand[ j + 1 ][ i ], &expand[ j + 2 ][ i ], &next );
|
|
LerpDrawVert( &prev, &next, &mid );
|
|
|
|
for( k = out.height - 1; k > j + 3; k-- )
|
|
expand[ k ][ i ] = expand[ k - 2 ][ i ];
|
|
expand[ j + 1 ][ i ] = prev;
|
|
expand[ j + 2 ][ i ] = mid;
|
|
expand[ j + 3 ][ i ] = next;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* collapse the verts */
|
|
out.verts = &expand[ 0 ][ 0 ];
|
|
for( i = 1; i < out.height; i++ )
|
|
memmove( &out.verts[ i * out.width ], expand[ i ], out.width * sizeof( bspDrawVert_t ) );
|
|
|
|
/* return to sender */
|
|
return CopyMesh( &out );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
ProjectPointOntoVector
|
|
================
|
|
*/
|
|
void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj )
|
|
{
|
|
vec3_t pVec, vec;
|
|
|
|
VectorSubtract( point, vStart, pVec );
|
|
VectorSubtract( vEnd, vStart, vec );
|
|
VectorNormalize( vec, vec );
|
|
// project onto the directional vector for this segment
|
|
VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj );
|
|
}
|
|
|
|
/*
|
|
================
|
|
RemoveLinearMeshColumsRows
|
|
================
|
|
*/
|
|
mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {
|
|
int i, j, k;
|
|
float len, maxLength;
|
|
vec3_t proj, dir;
|
|
mesh_t out;
|
|
|
|
/* ydnar: static for os x */
|
|
MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
|
|
|
|
|
|
out.width = in->width;
|
|
out.height = in->height;
|
|
|
|
for ( i = 0 ; i < in->width ; i++ ) {
|
|
for ( j = 0 ; j < in->height ; j++ ) {
|
|
expand[j][i] = in->verts[j*in->width+i];
|
|
}
|
|
}
|
|
|
|
for ( j = 1 ; j < out.width - 1; j++ ) {
|
|
maxLength = 0;
|
|
for ( i = 0 ; i < out.height ; i++ ) {
|
|
ProjectPointOntoVector(expand[i][j].xyz, expand[i][j-1].xyz, expand[i][j+1].xyz, proj);
|
|
VectorSubtract(expand[i][j].xyz, proj, dir);
|
|
len = VectorLength(dir);
|
|
if (len > maxLength) {
|
|
maxLength = len;
|
|
}
|
|
}
|
|
if (maxLength < 0.1)
|
|
{
|
|
out.width--;
|
|
for ( i = 0 ; i < out.height ; i++ ) {
|
|
for (k = j; k < out.width; k++) {
|
|
expand[i][k] = expand[i][k+1];
|
|
}
|
|
}
|
|
j--;
|
|
}
|
|
}
|
|
for ( j = 1 ; j < out.height - 1; j++ ) {
|
|
maxLength = 0;
|
|
for ( i = 0 ; i < out.width ; i++ ) {
|
|
ProjectPointOntoVector(expand[j][i].xyz, expand[j-1][i].xyz, expand[j+1][i].xyz, proj);
|
|
VectorSubtract(expand[j][i].xyz, proj, dir);
|
|
len = VectorLength(dir);
|
|
if (len > maxLength) {
|
|
maxLength = len;
|
|
}
|
|
}
|
|
if (maxLength < 0.1)
|
|
{
|
|
out.height--;
|
|
for ( i = 0 ; i < out.width ; i++ ) {
|
|
for (k = j; k < out.height; k++) {
|
|
expand[k][i] = expand[k+1][i];
|
|
}
|
|
}
|
|
j--;
|
|
}
|
|
}
|
|
// collapse the verts
|
|
out.verts = &expand[0][0];
|
|
for ( i = 1 ; i < out.height ; i++ ) {
|
|
memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
|
|
}
|
|
|
|
return CopyMesh(&out);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
SubdivideMeshQuads
|
|
=================
|
|
*/
|
|
mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable )
|
|
{
|
|
int i, j, k, w, h, maxsubdivisions, subdivisions;
|
|
vec3_t dir;
|
|
float length, maxLength, amount;
|
|
mesh_t out;
|
|
bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
|
|
|
|
out.width = in->width;
|
|
out.height = in->height;
|
|
|
|
for ( i = 0 ; i < in->width ; i++ ) {
|
|
for ( j = 0 ; j < in->height ; j++ ) {
|
|
expand[j][i] = in->verts[j*in->width+i];
|
|
}
|
|
}
|
|
|
|
if (maxsize > MAX_EXPANDED_AXIS)
|
|
Error("SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS");
|
|
|
|
// horizontal subdivisions
|
|
|
|
maxsubdivisions = (maxsize - in->width) / (in->width - 1);
|
|
|
|
for ( w = 0, j = 0 ; w < in->width - 1; w++, j += subdivisions + 1) {
|
|
maxLength = 0;
|
|
for ( i = 0 ; i < out.height ; i++ ) {
|
|
VectorSubtract(expand[i][j+1].xyz, expand[i][j].xyz, dir);
|
|
length = VectorLength( dir );
|
|
if (length > maxLength) {
|
|
maxLength = length;
|
|
}
|
|
}
|
|
|
|
subdivisions = (int) (maxLength / minLength);
|
|
if (subdivisions > maxsubdivisions)
|
|
subdivisions = maxsubdivisions;
|
|
|
|
widthtable[w] = subdivisions + 1;
|
|
if (subdivisions <= 0)
|
|
continue;
|
|
|
|
out.width += subdivisions;
|
|
|
|
for ( i = 0 ; i < out.height ; i++ ) {
|
|
for ( k = out.width - 1 ; k > j + subdivisions; k-- ) {
|
|
expand[i][k] = expand[i][k-subdivisions];
|
|
}
|
|
for (k = 1; k <= subdivisions; k++)
|
|
{
|
|
amount = (float) k / (subdivisions + 1);
|
|
LerpDrawVertAmount(&expand[i][j], &expand[i][j+subdivisions+1], amount, &expand[i][j+k]);
|
|
}
|
|
}
|
|
}
|
|
|
|
maxsubdivisions = (maxsize - in->height) / (in->height - 1);
|
|
|
|
for ( h = 0, j = 0 ; h < in->height - 1; h++, j += subdivisions + 1) {
|
|
maxLength = 0;
|
|
for ( i = 0 ; i < out.width ; i++ ) {
|
|
VectorSubtract(expand[j+1][i].xyz, expand[j][i].xyz, dir);
|
|
length = VectorLength( dir );
|
|
if (length > maxLength) {
|
|
maxLength = length;
|
|
}
|
|
}
|
|
|
|
subdivisions = (int) (maxLength / minLength);
|
|
if (subdivisions > maxsubdivisions)
|
|
subdivisions = maxsubdivisions;
|
|
|
|
heighttable[h] = subdivisions + 1;
|
|
if (subdivisions <= 0)
|
|
continue;
|
|
|
|
out.height += subdivisions;
|
|
|
|
for ( i = 0 ; i < out.width ; i++ ) {
|
|
for ( k = out.height - 1 ; k > j + subdivisions; k-- ) {
|
|
expand[k][i] = expand[k-subdivisions][i];
|
|
}
|
|
for (k = 1; k <= subdivisions; k++)
|
|
{
|
|
amount = (float) k / (subdivisions + 1);
|
|
LerpDrawVertAmount(&expand[j][i], &expand[j+subdivisions+1][i], amount, &expand[j+k][i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// collapse the verts
|
|
out.verts = &expand[0][0];
|
|
for ( i = 1 ; i < out.height ; i++ ) {
|
|
memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
|
|
}
|
|
|
|
return CopyMesh(&out);
|
|
}
|