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-rwxr-xr-xq3map/mesh.c682
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diff --git a/q3map/mesh.c b/q3map/mesh.c
new file mode 100755
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--- /dev/null
+++ b/q3map/mesh.c
@@ -0,0 +1,682 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena 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 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena 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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "qbsp.h"
+
+
+/*
+===============================================================
+
+MESH SUBDIVISION
+
+===============================================================
+*/
+
+
+int originalWidths[MAX_EXPANDED_AXIS];
+int originalHeights[MAX_EXPANDED_AXIS];
+
+int neighbors[8][2] = {
+ {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
+};
+
+/*
+============
+LerpDrawVert
+============
+*/
+void LerpDrawVert( drawVert_t *a, drawVert_t *b, drawVert_t *out ) {
+ out->xyz[0] = 0.5 * (a->xyz[0] + b->xyz[0]);
+ out->xyz[1] = 0.5 * (a->xyz[1] + b->xyz[1]);
+ out->xyz[2] = 0.5 * (a->xyz[2] + b->xyz[2]);
+
+ out->st[0] = 0.5 * (a->st[0] + b->st[0]);
+ out->st[1] = 0.5 * (a->st[1] + b->st[1]);
+
+ out->lightmap[0] = 0.5 * (a->lightmap[0] + b->lightmap[0]);
+ out->lightmap[1] = 0.5 * (a->lightmap[1] + b->lightmap[1]);
+
+ out->color[0] = (a->color[0] + b->color[0]) >> 1;
+ out->color[1] = (a->color[1] + b->color[1]) >> 1;
+ out->color[2] = (a->color[2] + b->color[2]) >> 1;
+ out->color[3] = (a->color[3] + b->color[3]) >> 1;
+}
+
+
+void FreeMesh( mesh_t *m ) {
+ free( m->verts );
+ free( m );
+}
+
+void PrintMesh( mesh_t *m ) {
+ int i, j;
+
+ for ( i = 0 ; i < m->height ; i++ ) {
+ for ( j = 0 ; j < m->width ; j++ ) {
+ _printf("(%5.2f %5.2f %5.2f) "
+ , m->verts[i*m->width+j].xyz[0]
+ , m->verts[i*m->width+j].xyz[1]
+ , m->verts[i*m->width+j].xyz[2] );
+ }
+ _printf("\n");
+ }
+}
+
+
+mesh_t *CopyMesh( mesh_t *mesh ) {
+ mesh_t *out;
+ int size;
+
+ out = malloc( sizeof( *out ) );
+ out->width = mesh->width;
+ out->height = mesh->height;
+
+ size = out->width * out->height * sizeof( *out->verts );
+ out->verts = malloc( size );
+ memcpy( out->verts, mesh->verts, size );
+
+ return out;
+}
+
+
+/*
+=================
+TransposeMesh
+
+Returns a transposed copy of the mesh, freeing the original
+=================
+*/
+mesh_t *TransposeMesh( mesh_t *in ) {
+ int w, h;
+ mesh_t *out;
+
+ out = malloc( sizeof( *out ) );
+ out->width = in->height;
+ out->height = in->width;
+ out->verts = malloc( out->width * out->height * sizeof( drawVert_t ) );
+
+ for ( h = 0 ; h < in->height ; h++ ) {
+ for ( w = 0 ; w < in->width ; w++ ) {
+ out->verts[ w * in->height + h ] = in->verts[ h * in->width + w ];
+ }
+ }
+
+ FreeMesh( in );
+
+ return out;
+}
+
+void InvertMesh( mesh_t *in ) {
+ int w, h;
+ drawVert_t temp;
+
+ for ( h = 0 ; h < in->height ; h++ ) {
+ for ( w = 0 ; w < in->width / 2 ; w++ ) {
+ temp = in->verts[ h * in->width + w ];
+ in->verts[ h * in->width + w ] = in->verts[ h * in->width + in->width - 1 - w ];
+ in->verts[ h * in->width + in->width - 1 - w ] = temp;
+ }
+ }
+}
+
+/*
+=================
+MakeMeshNormals
+
+=================
+*/
+void MakeMeshNormals( mesh_t in ) {
+ int i, j, k, dist;
+ vec3_t normal;
+ vec3_t sum;
+ int count;
+ vec3_t base;
+ vec3_t delta;
+ int x, y;
+ drawVert_t *dv;
+ vec3_t around[8], temp;
+ qboolean good[8];
+ qboolean wrapWidth, wrapHeight;
+ float len;
+
+ wrapWidth = qfalse;
+ for ( i = 0 ; i < in.height ; i++ ) {
+ VectorSubtract( in.verts[i*in.width].xyz,
+ in.verts[i*in.width+in.width-1].xyz, delta );
+ len = VectorLength( delta );
+ if ( len > 1.0 ) {
+ break;
+ }
+ }
+ if ( i == in.height ) {
+ wrapWidth = qtrue;
+ }
+
+ wrapHeight = qfalse;
+ for ( i = 0 ; i < in.width ; i++ ) {
+ VectorSubtract( in.verts[i].xyz,
+ in.verts[i + (in.height-1)*in.width].xyz, delta );
+ len = VectorLength( delta );
+ if ( len > 1.0 ) {
+ break;
+ }
+ }
+ if ( i == in.width) {
+ wrapHeight = qtrue;
+ }
+
+
+ for ( i = 0 ; i < in.width ; i++ ) {
+ for ( j = 0 ; j < in.height ; j++ ) {
+ count = 0;
+ dv = &in.verts[j*in.width+i];
+ VectorCopy( dv->xyz, base );
+ for ( k = 0 ; k < 8 ; k++ ) {
+ VectorClear( around[k] );
+ good[k] = qfalse;
+
+ for ( dist = 1 ; dist <= 3 ; dist++ ) {
+ x = i + neighbors[k][0] * dist;
+ y = j + neighbors[k][1] * dist;
+ if ( wrapWidth ) {
+ if ( x < 0 ) {
+ x = in.width - 1 + x;
+ } else if ( x >= in.width ) {
+ x = 1 + x - in.width;
+ }
+ }
+ if ( wrapHeight ) {
+ if ( y < 0 ) {
+ y = in.height - 1 + y;
+ } else if ( y >= in.height ) {
+ y = 1 + y - in.height;
+ }
+ }
+
+ if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {
+ break; // edge of patch
+ }
+ VectorSubtract( in.verts[y*in.width+x].xyz, base, temp );
+ if ( VectorNormalize( temp, temp ) == 0 ) {
+ continue; // degenerate edge, get more dist
+ } else {
+ good[k] = qtrue;
+ VectorCopy( temp, around[k] );
+ break; // good edge
+ }
+ }
+ }
+
+ VectorClear( sum );
+ for ( k = 0 ; k < 8 ; k++ ) {
+ if ( !good[k] || !good[(k+1)&7] ) {
+ continue; // didn't get two points
+ }
+ CrossProduct( around[(k+1)&7], around[k], normal );
+ if ( VectorNormalize( normal, normal ) == 0 ) {
+ continue;
+ }
+ VectorAdd( normal, sum, sum );
+ count++;
+ }
+ if ( count == 0 ) {
+//_printf("bad normal\n");
+ count = 1;
+ }
+ VectorNormalize( sum, dv->normal );
+ }
+ }
+}
+
+/*
+=================
+PutMeshOnCurve
+
+Drops the aproximating points onto the curve
+=================
+*/
+void PutMeshOnCurve( mesh_t in ) {
+ int i, j, l;
+ float prev, next;
+
+ // put all the aproximating points on the curve
+ for ( i = 0 ; i < in.width ; i++ ) {
+ for ( j = 1 ; j < in.height ; j += 2 ) {
+ for ( l = 0 ; l < 3 ; l++ ) {
+ prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j+1)*in.width+i].xyz[l] ) * 0.5;
+ next = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j-1)*in.width+i].xyz[l] ) * 0.5;
+ in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
+ }
+ }
+ }
+
+ for ( j = 0 ; j < in.height ; j++ ) {
+ for ( i = 1 ; i < in.width ; i += 2 ) {
+ for ( l = 0 ; l < 3 ; l++ ) {
+ prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i+1].xyz[l] ) * 0.5;
+ next = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i-1].xyz[l] ) * 0.5;
+ in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
+ }
+ }
+ }
+}
+
+
+/*
+=================
+SubdivideMesh
+
+=================
+*/
+mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ) {
+ int i, j, k, l;
+ drawVert_t prev, next, mid;
+ vec3_t prevxyz, nextxyz, midxyz;
+ vec3_t delta;
+ float len;
+ mesh_t out;
+ drawVert_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 ( i = 0 ; i < in.height ; i++ ) {
+ originalHeights[i] = i;
+ }
+ for ( i = 0 ; i < in.width ; i++ ) {
+ originalWidths[i] = i;
+ }
+
+ // horizontal subdivisions
+ for ( j = 0 ; j + 2 < out.width ; j += 2 ) {
+ // check subdivided midpoints against control points
+ for ( i = 0 ; i < out.height ; i++ ) {
+ for ( l = 0 ; l < 3 ; l++ ) {
+ prevxyz[l] = expand[i][j+1].xyz[l] - expand[i][j].xyz[l];
+ nextxyz[l] = expand[i][j+2].xyz[l] - expand[i][j+1].xyz[l];
+ midxyz[l] = (expand[i][j].xyz[l] + expand[i][j+1].xyz[l] * 2
+ + expand[i][j+2].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[i][j+1].xyz, midxyz, delta );
+ len = VectorLength( delta );
+ if ( len > maxError ) {
+ break;
+ }
+ }
+
+ if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
+ break; // can't subdivide any more
+ }
+
+ if ( i == out.height ) {
+ continue; // didn't need subdivision
+ }
+
+ // insert two columns and replace the peak
+ out.width += 2;
+
+ for ( k = out.width - 1 ; k > j + 3 ; k-- ) {
+ originalWidths[k] = originalWidths[k-2];
+ }
+ originalWidths[j+3] = originalWidths[j+1];
+ originalWidths[j+2] = originalWidths[j+1];
+ originalWidths[j+1] = originalWidths[j];
+
+ 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;
+ }
+
+ // back up and recheck this set again, it may need more subdivision
+ j -= 2;
+
+ }
+
+ // vertical subdivisions
+ for ( j = 0 ; j + 2 < out.height ; j += 2 ) {
+ // check subdivided midpoints against control points
+ for ( i = 0 ; i < out.width ; i++ ) {
+ for ( l = 0 ; l < 3 ; l++ ) {
+ 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 ( k = out.height - 1 ; k > j + 3 ; k-- ) {
+ originalHeights[k] = originalHeights[k-2];
+ }
+ originalHeights[j+3] = originalHeights[j+1];
+ originalHeights[j+2] = originalHeights[j+1];
+ originalHeights[j+1] = originalHeights[j];
+
+ 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(drawVert_t) );
+ }
+
+ 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;
+ drawVert_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];
+ }
+ }
+ for (k = j; k < out.width; k++) {
+ originalWidths[k] = originalWidths[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];
+ }
+ }
+ for (k = j; k < out.height; k++) {
+ originalHeights[k] = originalHeights[k+1];
+ }
+ 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(drawVert_t) );
+ }
+
+ return CopyMesh(&out);
+}
+
+/*
+============
+LerpDrawVertAmount
+============
+*/
+void LerpDrawVertAmount( drawVert_t *a, drawVert_t *b, float amount, drawVert_t *out ) {
+ out->xyz[0] = a->xyz[0] + amount * (b->xyz[0] - a->xyz[0]);
+ out->xyz[1] = a->xyz[1] + amount * (b->xyz[1] - a->xyz[1]);
+ out->xyz[2] = a->xyz[2] + amount * (b->xyz[2] - a->xyz[2]);
+
+ out->st[0] = a->st[0] + amount * (b->st[0] - a->st[0]);
+ out->st[1] = a->st[1] + amount * (b->st[1] - a->st[1]);
+
+ out->lightmap[0] = a->lightmap[0] + amount * (b->lightmap[0] - a->lightmap[0]);
+ out->lightmap[1] = a->lightmap[1] + amount * (b->lightmap[1] - a->lightmap[1]);
+
+ out->color[0] = a->color[0] + amount * (b->color[0] - a->color[0]);
+ out->color[1] = a->color[1] + amount * (b->color[1] - a->color[1]);
+ out->color[2] = a->color[2] + amount * (b->color[2] - a->color[2]);
+ out->color[3] = a->color[3] + amount * (b->color[3] - a->color[3]);
+
+ out->normal[0] = a->normal[0] + amount * (b->normal[0] - a->normal[0]);
+ out->normal[1] = a->normal[1] + amount * (b->normal[1] - a->normal[1]);
+ out->normal[2] = a->normal[2] + amount * (b->normal[2] - a->normal[2]);
+ VectorNormalize(out->normal, out->normal);
+}
+
+/*
+=================
+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;
+ drawVert_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 ( k = out.width - 1; k >= j + subdivisions; k-- ) {
+ originalWidths[k] = originalWidths[k-subdivisions];
+ }
+ for (k = 1; k <= subdivisions; k++) {
+ originalWidths[j+k] = originalWidths[j];
+ }
+
+ 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 ( k = out.height - 1; k >= j + subdivisions; k-- ) {
+ originalHeights[k] = originalHeights[k-subdivisions];
+ }
+ for (k = 1; k <= subdivisions; k++) {
+ originalHeights[j+k] = originalHeights[j];
+ }
+
+ 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(drawVert_t) );
+ }
+
+ return CopyMesh(&out);
+}