From 952c5c128f9efaea89d41d882c4ea3ade7df4591 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 04:48:05 +0000 Subject: Itsa me, quake3io! git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea --- q3map/mesh.c | 682 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 682 insertions(+) create mode 100755 q3map/mesh.c (limited to 'q3map/mesh.c') diff --git a/q3map/mesh.c b/q3map/mesh.c new file mode 100755 index 0000000..c49c76b --- /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); +} -- cgit v1.2.3