Paranoia2/utils/p2rad/lerp.cpp

1793 lines
47 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
// lerp.c
#include "qrad.h"
#include "utlarray.h"
#define TRIANGLE_SHAPE_THRESHOLD DEG2RAD( 115.0 )
struct interpolation_t
{
struct Point
{
int patchnum;
vec_t weight;
};
bool isbiased;
vec_t totalweight;
CUtlArray<Point> points;
};
// replace std::pair
struct pair_t
{
vec_t first;
int second;
};
struct localtrian_t
{
struct Wedge
{
enum eShape
{
eTriangular,
eConvex,
eConcave,
eSquareLeft,
eSquareRight,
};
eShape shape;
int leftpatchnum;
vec3_t leftspot;
vec3_t leftdirection;
// right side equals to the left side of the next wedge
vec3_t wedgenormal; // for custom usage
};
struct HullPoint
{
vec3_t spot;
vec3_t direction;
};
dplane_t plane;
winding_t *winding;
vec3_t center; // center is on the plane
vec3_t normal;
int patchnum;
CUtlArray< int > neighborfaces; // including the face itself
CUtlArray<Wedge> sortedwedges; // in clockwise order (same as Winding)
CUtlArray<HullPoint> sortedhullpoints; // in clockwise order (same as Winding)
};
struct facetriangulation_t
{
struct Wall
{
vec3_t points[2];
vec3_t direction;
vec3_t normal;
};
int facenum;
CUtlArray< int > neighbors; // including the face itself
CUtlArray< Wall > walls;
CUtlArray< localtrian_t * > localtriangulations;
CUtlArray< int > usedpatches;
};
// replace std::sort
int __cdecl LessThan( const pair_t *s0, const pair_t *s1 )
{
if( s0->first > s1->first )
return 1;
if( s0->first < s1->first )
return -1;
if( s0->second > s1->second )
return 1;
if( s0->second < s1->second )
return -1;
return 0;
}
facetriangulation_t *g_facetriangulations[MAX_MAP_FACES];
bool g_drawlerp = false;
// If the surface formed by the face and its neighbor faces is not flat, the surface should be unfolded onto the face plane
// CalcAdaptedSpot calculates the coordinate of the unfolded spot on the face plane from the original position on the surface
// CalcAdaptedSpot(center) = {0,0,0}
// CalcAdaptedSpot(position on the face plane) = position - center
// Param position: must include g_face_offset
static bool CalcAdaptedSpot( const localtrian_t *lt, const vec3_t position, int surface, vec3_t spot )
{
vec3_t surfacespot;
vec_t dist, dist2;
vec3_t phongnormal;
vec_t dot, frac;
vec3_t v, middle;
int i;
for( i = 0; i < lt->neighborfaces.Count(); i++ )
{
if( lt->neighborfaces[i] == surface )
break;
}
if( i == lt->neighborfaces.Count( ))
{
VectorClear( spot );
return false;
}
VectorSubtract( position, lt->center, surfacespot );
dot = DotProduct( surfacespot, lt->normal );
VectorMA( surfacespot, -dot, lt->normal, spot );
// use phong normal instead of face normal, because phong normal is a continuous function
GetPhongNormal( surface, position, phongnormal );
dot = DotProduct( spot, phongnormal );
if( fabs( dot ) > ON_EPSILON )
{
frac = DotProduct( surfacespot, phongnormal ) / dot;
frac = bound( 0, frac, 1 ); // to correct some extreme cases
}
else frac = 0;
VectorScale( spot, frac, middle );
dist = VectorLength( spot );
VectorSubtract( surfacespot, middle, v );
dist2 = VectorLength( middle ) + VectorLength( v );
if( dist > ON_EPSILON && fabs( dist2 - dist ) > ON_EPSILON )
VectorScale( spot, dist2 / dist, spot );
return true;
}
static vec_t GetAngle( const vec3_t leftdirection, const vec3_t rightdirection, const vec3_t normal )
{
vec_t angle;
vec3_t v;
CrossProduct( rightdirection, leftdirection, v );
angle = atan2( DotProduct( v, normal ), DotProduct( rightdirection, leftdirection ));
return angle;
}
static vec_t GetAngleDiff( vec_t angle, vec_t base )
{
vec_t diff = angle - base;
if( diff < 0 )
diff += 2 * M_PI;
return diff;
}
static vec_t GetFrac( const vec3_t leftspot, const vec3_t rightspot, const vec3_t direction, const vec3_t normal )
{
vec_t dot1;
vec_t dot2;
vec_t frac;
vec3_t v;
CrossProduct( direction, normal, v );
dot1 = DotProduct( leftspot, v );
dot2 = DotProduct( rightspot, v );
// dot1 <= 0 < dot2
if( dot1 >= -NORMAL_EPSILON )
{
if( g_drawlerp && dot1 > ON_EPSILON )
MsgDev( D_REPORT, "Debug: triangulation: internal error 1.\n" );
frac = 0.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
if( g_drawlerp && dot2 < -ON_EPSILON )
MsgDev( D_REPORT, "Debug: triangulation: internal error 2.\n" );
frac = 1.0;
}
else
{
frac = dot1 / (dot1 - dot2);
frac = bound( 0, frac, 1 );
}
return frac;
}
static vec_t GetDirection( const vec3_t spot, const vec3_t normal, vec3_t direction_out )
{
vec_t dot = DotProduct( spot, normal );
VectorMA( spot, -dot, normal, direction_out );
return VectorNormalize( direction_out );
}
// It returns true when the point is inside the hull region (with boundary), even if weight = 0.
static bool CalcWeight( const localtrian_t *lt, const vec3_t spot, vec_t *weight_out )
{
vec_t angle, len;
vec_t frac, dist;
vec3_t direction;
bool istoofar;
CUtlArray< vec_t > angles;
vec_t ratio;
const localtrian_t::HullPoint *hp1;
const localtrian_t::HullPoint *hp2;
int i, j;
if( GetDirection( spot, lt->normal, direction ) <= 2 * ON_EPSILON )
{
*weight_out = 1.0;
return true;
}
if( lt->sortedhullpoints.Count() == 0 )
{
*weight_out = 0.0;
return false;
}
angles.SetCount( lt->sortedhullpoints.Count() );
for( i = 0; i < lt->sortedhullpoints.Count(); i++ )
{
angle = GetAngle( lt->sortedhullpoints[i].direction, direction, lt->normal );
angles[i] = GetAngleDiff( angle, 0 );
}
for( i = 1, j = 0; i < lt->sortedhullpoints.Count(); i++ )
{
if( angles[i] < angles[j] )
j = i;
}
hp1 = &lt->sortedhullpoints[j];
hp2 = &lt->sortedhullpoints[(j + 1) % lt->sortedhullpoints.Count()];
frac = GetFrac( hp1->spot, hp2->spot, direction, lt->normal );
len = (1.0 - frac) * DotProduct( hp1->spot, direction ) + frac * DotProduct( hp2->spot, direction );
dist = DotProduct( spot, direction );
if( len <= ON_EPSILON / 4 || dist > len + 2 * ON_EPSILON )
{
istoofar = true;
ratio = 1.0;
}
else if( dist >= len - ON_EPSILON )
{
istoofar = false; // if we change this "false" to "true", we will see many places turned "green" in "-drawlerp" mode
ratio = 1.0; // in order to prevent excessively small weight
}
else
{
istoofar = false;
ratio = dist / len;
ratio = bound( 0, ratio, 1 );
}
*weight_out = 1 - ratio;
return !istoofar;
}
static void CalcInterpolation_Square( const localtrian_t *lt, int i, const vec3_t spot, interpolation_t *interp )
{
vec_t frac, frac_near, frac_far;
vec3_t normal, normal1, normal2;
vec3_t test, mid_far, mid_near;
vec_t dot, dot1, dot2, ratio;
vec_t weights[4];
const localtrian_t::Wedge *w1;
const localtrian_t::Wedge *w2;
const localtrian_t::Wedge *w3;
w1 = &lt->sortedwedges[i];
w2 = &lt->sortedwedges[(i + 1) % lt->sortedwedges.Count()];
w3 = &lt->sortedwedges[(i + 2) % lt->sortedwedges.Count()];
if( w1->shape != localtrian_t::Wedge::eSquareLeft || w2->shape != localtrian_t::Wedge::eSquareRight )
COM_FatalError( "CalcInterpolation_Square: internal error: not square.\n" );
weights[0] = 0.0;
weights[1] = 0.0;
weights[2] = 0.0;
weights[3] = 0.0;
// find mid_near on (o,p3), mid_far on (p1,p2), spot on (mid_near,mid_far)
CrossProduct( w1->leftdirection, lt->normal, normal1 );
VectorNormalize( normal1 );
CrossProduct( w2->wedgenormal, lt->normal, normal2 );
VectorNormalize( normal2 );
dot1 = DotProduct( spot, normal1 ) - 0;
dot2 = DotProduct( spot, normal2 ) - DotProduct( w3->leftspot, normal2 );
if( dot1 <= NORMAL_EPSILON )
{
frac = 0.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
frac = 1.0;
}
else
{
frac = dot1 / (dot1 + dot2);
frac = bound( 0, frac, 1 );
}
dot1 = DotProduct( w3->leftspot, normal1 ) - 0;
dot2 = 0 - DotProduct( w3->leftspot, normal2 );
if( dot1 <= NORMAL_EPSILON )
{
frac_near = 1.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
frac_near = 0.0;
}
else
{
frac_near = (frac * dot2) / ((1.0 - frac) * dot1 + frac * dot2);
}
VectorScale( w3->leftspot, frac_near, mid_near );
dot1 = DotProduct( w2->leftspot, normal1 ) - 0;
dot2 = DotProduct( w1->leftspot, normal2 ) - DotProduct( w3->leftspot, normal2 );
if( dot1 <= NORMAL_EPSILON )
{
frac_far = 1.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
frac_far = 0.0;
}
else
{
frac_far = (frac * dot2) / ((1 - frac) * dot1 + frac * dot2);
}
VectorScale( w1->leftspot, 1.0 - frac_far, mid_far );
VectorMA( mid_far, frac_far, w2->leftspot, mid_far );
CrossProduct( lt->normal, w3->leftdirection, normal );
VectorNormalize( normal );
dot = DotProduct( spot, normal ) - 0;
dot1 = (1.0 - frac_far) * DotProduct( w1->leftspot, normal ) + frac_far * DotProduct( w2->leftspot, normal ) - 0;
if( dot <= NORMAL_EPSILON )
{
ratio = 0.0;
}
else if( dot >= dot1 )
{
ratio = 1.0;
}
else
{
ratio = dot / dot1;
ratio = bound( 0, ratio, 1 );
}
VectorScale( mid_near, 1.0 - ratio, test );
VectorMA( test, ratio, mid_far, test );
VectorSubtract( test, spot, test );
if( g_drawlerp && VectorLength( test ) > 4 * ON_EPSILON )
MsgDev( D_REPORT, "Debug: triangulation: internal error 12.\n" );
weights[0] += 0.5 * (1.0 - ratio) * (1.0 - frac_near);
weights[3] += 0.5 * (1.0 - ratio) * frac_near;
weights[1] += 0.5 * ratio * (1.0 - frac_far);
weights[2] += 0.5 * ratio * frac_far;
// find mid_near on (o,p1), mid_far on (p2,p3), spot on (mid_near,mid_far)
CrossProduct( lt->normal, w3->leftdirection, normal1 );
VectorNormalize( normal1 );
CrossProduct( w1->wedgenormal, lt->normal, normal2 );
VectorNormalize( normal2 );
dot1 = DotProduct( spot, normal1 ) - 0;
dot2 = DotProduct( spot, normal2 ) - DotProduct( w1->leftspot, normal2 );
if( dot1 <= NORMAL_EPSILON )
{
frac = 0.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
frac = 1.0;
}
else
{
frac = dot1 / (dot1 + dot2);
frac = bound( 0, frac, 1 );
}
dot1 = DotProduct( w1->leftspot, normal1 ) - 0;
dot2 = 0 - DotProduct( w1->leftspot, normal2 );
if( dot1 <= NORMAL_EPSILON )
{
frac_near = 1.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
frac_near = 0.0;
}
else
{
frac_near = (frac * dot2) / ((1.0 - frac) * dot1 + frac * dot2);
}
VectorScale( w1->leftspot, frac_near, mid_near );
dot1 = DotProduct( w2->leftspot, normal1 ) - 0;
dot2 = DotProduct( w3->leftspot, normal2 ) - DotProduct( w1->leftspot, normal2 );
if( dot1 <= NORMAL_EPSILON )
{
frac_far = 1.0;
}
else if( dot2 <= NORMAL_EPSILON )
{
frac_far = 0.0;
}
else
{
frac_far = (frac * dot2) / ((1.0 - frac) * dot1 + frac * dot2);
}
VectorScale( w3->leftspot, 1.0 - frac_far, mid_far );
VectorMA( mid_far, frac_far, w2->leftspot, mid_far );
CrossProduct( w1->leftdirection, lt->normal, normal );
VectorNormalize( normal );
dot = DotProduct( spot, normal ) - 0;
dot1 = (1.0 - frac_far) * DotProduct( w3->leftspot, normal ) + frac_far * DotProduct( w2->leftspot, normal ) - 0;
if( dot <= NORMAL_EPSILON )
{
ratio = 0.0;
}
else if( dot >= dot1 )
{
ratio = 1.0;
}
else
{
ratio = dot / dot1;
ratio = bound( 0, ratio, 1 );
}
VectorScale( mid_near, 1.0 - ratio, test );
VectorMA( test, ratio, mid_far, test );
VectorSubtract( test, spot, test );
if( g_drawlerp && VectorLength( test ) > 4 * ON_EPSILON )
MsgDev( D_REPORT, "Debug: triangulation: internal error 13.\n" );
weights[0] += 0.5 * (1 - ratio) * (1 - frac_near);
weights[1] += 0.5 * (1 - ratio) * frac_near;
weights[3] += 0.5 * ratio * (1 - frac_far);
weights[2] += 0.5 * ratio * frac_far;
interp->isbiased = false;
interp->totalweight = 1.0;
interp->points.SetCount( 4 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = weights[0];
interp->points[1].patchnum = w1->leftpatchnum;
interp->points[1].weight = weights[1];
interp->points[2].patchnum = w2->leftpatchnum;
interp->points[2].weight = weights[2];
interp->points[3].patchnum = w3->leftpatchnum;
interp->points[3].weight = weights[3];
}
// The interpolation function is defined over the entire plane, so CalcInterpolation never fails.
static void CalcInterpolation( const localtrian_t *lt, const vec3_t spot, interpolation_t *interp )
{
vec_t frac, len, dist;
vec_t dot, dot1, dot2;
vec_t angle, ratio;
const localtrian_t::Wedge *w, *wnext;
vec3_t direction;
bool istoofar;
CUtlArray< vec_t > angles;
int i, j;
if( GetDirection( spot, lt->normal, direction ) <= 2 * ON_EPSILON )
{
// spot happens to be at the center
interp->isbiased = false;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1.0;
return;
}
if( lt->sortedwedges.Count() == 0 ) // this local triangulation only has center patch
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1.0;
return;
}
// Find the wedge with minimum non-negative angle (counterclockwise) pass the spot
angles.SetCount( lt->sortedwedges.Count( ));
for( i = 0; i < lt->sortedwedges.Count(); i++ )
{
angle = GetAngle( lt->sortedwedges[i].leftdirection, direction, lt->normal );
angles[i] = GetAngleDiff( angle, 0 );
}
for( i = 1, j = 0; i < lt->sortedwedges.Count(); i++ )
{
if( angles[i] < angles[j] )
j = i;
}
w = &lt->sortedwedges[j];
wnext = &lt->sortedwedges[(j + 1) % lt->sortedwedges.Count()];
// Different wedge types have different interpolation methods
switch( w->shape )
{
case localtrian_t::Wedge::eSquareLeft:
case localtrian_t::Wedge::eSquareRight:
case localtrian_t::Wedge::eTriangular:
// w->wedgenormal is undefined
frac = GetFrac( w->leftspot, wnext->leftspot, direction, lt->normal );
len = (1.0 - frac) * DotProduct( w->leftspot, direction ) + frac * DotProduct( wnext->leftspot, direction );
dist = DotProduct( spot, direction );
if( len <= ON_EPSILON / 4 || dist > len + 2 * ON_EPSILON )
{
istoofar = true;
ratio = 1.0;
}
else if( dist >= len - ON_EPSILON )
{
istoofar = false;
ratio = 1.0;
}
else
{
istoofar = false;
ratio = dist / len;
ratio = bound( 0, ratio, 1 );
}
if( istoofar )
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 2 );
interp->points[0].patchnum = w->leftpatchnum;
interp->points[0].weight = 1.0 - frac;
interp->points[1].patchnum = wnext->leftpatchnum;
interp->points[1].weight = frac;
}
else if( w->shape == localtrian_t::Wedge::eSquareLeft )
{
i = w - &lt->sortedwedges[0];
CalcInterpolation_Square( lt, i, spot, interp );
}
else if( w->shape == localtrian_t::Wedge::eSquareRight )
{
i = w - &lt->sortedwedges[0];
i = (i - 1 + lt->sortedwedges.Count()) % lt->sortedwedges.Count();
CalcInterpolation_Square( lt, i, spot, interp );
}
else
{
interp->isbiased = false;
interp->totalweight = 1.0;
interp->points.SetCount( 3 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1.0 - ratio;
interp->points[1].patchnum = w->leftpatchnum;
interp->points[1].weight = ratio * (1.0 - frac);
interp->points[2].patchnum = wnext->leftpatchnum;
interp->points[2].weight = ratio * frac;
}
break;
case localtrian_t::Wedge::eConvex:
// w->wedgenormal is the unit vector pointing from w->leftspot to wnext->leftspot
dot1 = DotProduct( w->leftspot, w->wedgenormal ) - DotProduct( spot, w->wedgenormal );
dot2 = DotProduct( wnext->leftspot, w->wedgenormal ) - DotProduct( spot, w->wedgenormal );
dot = 0 - DotProduct( spot, w->wedgenormal );
// for eConvex type: dot1 < dot < dot2
if( g_drawlerp && ( dot1 > dot || dot > dot2 ))
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 3.\n" );
}
if( dot1 >= -NORMAL_EPSILON ) // 0 <= dot1 < dot < dot2
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = w->leftpatchnum;
interp->points[0].weight = 1.0;
}
else if( dot2 <= NORMAL_EPSILON ) // dot1 < dot < dot2 <= 0
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = wnext->leftpatchnum;
interp->points[0].weight = 1.0;
}
else if( dot > 0 ) // dot1 < 0 < dot < dot2
{
frac = dot1 / (dot1 - dot);
frac = bound( 0, frac, 1 );
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 2 );
interp->points[0].patchnum = w->leftpatchnum;
interp->points[0].weight = 1 - frac;
interp->points[1].patchnum = lt->patchnum;
interp->points[1].weight = frac;
}
else // dot1 < dot <= 0 < dot2
{
frac = dot / (dot - dot2);
frac = bound( 0, frac, 1 );
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 2 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1 - frac;
interp->points[1].patchnum = wnext->leftpatchnum;
interp->points[1].weight = frac;
}
break;
case localtrian_t::Wedge::eConcave:
if( DotProduct( spot, w->wedgenormal ) < 0 ) // the spot is closer to the left edge than the right edge
{
len = DotProduct( w->leftspot, w->leftdirection );
dist = DotProduct( spot, w->leftdirection );
if( g_drawlerp && len <= ON_EPSILON )
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 4.\n" );
}
if( dist <= NORMAL_EPSILON )
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1.0;
}
else if( dist >= len )
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = w->leftpatchnum;
interp->points[0].weight = 1.0;
}
else
{
ratio = dist / len;
ratio = bound( 0, ratio, 1 );
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 2 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1.0 - ratio;
interp->points[1].patchnum = w->leftpatchnum;
interp->points[1].weight = ratio;
}
}
else // the spot is closer to the right edge than the left edge
{
len = DotProduct( wnext->leftspot, wnext->leftdirection );
dist = DotProduct( spot, wnext->leftdirection );
if( g_drawlerp && len <= ON_EPSILON )
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 5.\n" );
}
if( dist <= NORMAL_EPSILON )
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1.0;
}
else if( dist >= len )
{
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 1 );
interp->points[0].patchnum = wnext->leftpatchnum;
interp->points[0].weight = 1.0;
}
else
{
ratio = dist / len;
ratio = bound( 0, ratio, 1 );
interp->isbiased = true;
interp->totalweight = 1.0;
interp->points.SetCount( 2 );
interp->points[0].patchnum = lt->patchnum;
interp->points[0].weight = 1 - ratio;
interp->points[1].patchnum = wnext->leftpatchnum;
interp->points[1].weight = ratio;
}
}
break;
default:
COM_FatalError( "CalcInterpolation: internal error: invalid wedge type\n" );
break;
}
}
static void ApplyInterpolation( const interpolation_t *interp, int numstyles, const int *styles, vec3_t *outs, vec3_t *outs_dir = NULL )
{
int i, j;
for( j = 0; j < numstyles; j++ )
{
if( outs_dir != NULL )
VectorClear( outs_dir[j] );
VectorClear( outs[j] );
}
if( interp->totalweight <= 0 )
return;
for( i = 0; i < interp->points.Count(); i++ )
{
vec_t lerp = interp->points[i].weight / interp->totalweight;
for( j = 0; j < numstyles; j++ )
{
const vec_t *b = GetTotalLight( &g_patches[interp->points[i].patchnum], styles[j] );
VectorMA( outs[j], lerp, b, outs[j] );
if( !outs_dir ) continue;
const vec_t *d = GetTotalDirection( &g_patches[interp->points[i].patchnum], styles[j] );
VectorMA( outs_dir[j], lerp, d, outs_dir[j] );
}
}
}
// =====================================================================================
// InterpolateSampleLight
// =====================================================================================
void InterpolateSampleLight( const vec3_t position, int surface, int numstyles, const int *styles, vec3_t *outs, vec3_t *outs_dir )
{
vec_t dot, bestdist;
vec_t weight, dist;
CUtlArray< vec_t > localweights;
CUtlArray< interpolation_t*> localinterps;
interpolation_t *maininterp;
interpolation_t *interp;
vec3_t v, spot;
const localtrian_t *best;
const facetriangulation_t *ft1;
const facetriangulation_t *ft2;
const localtrian_t *lt;
int i, j, n;
if( surface < 0 || surface >= g_numfaces )
COM_FatalError( "InterpolateSampleLight: surface number out of range.\n" );
ft1 = g_facetriangulations[surface];
maininterp = new interpolation_t;
maininterp->points.EnsureCount( 64 );
// Calculate local interpolations and their weights
localweights.Purge();
localinterps.Purge();
if( g_lerp_enabled )
{
for( i = 0; i < ft1->neighbors.Count(); i++ ) // for this face and each of its neighbors
{
ft2 = g_facetriangulations[ft1->neighbors[i]];
for( j = 0; j < ft2->localtriangulations.Count(); j++ ) // for each patch on that face
{
lt = ft2->localtriangulations[j];
if( !CalcAdaptedSpot( lt, position, surface, spot ))
{
if( g_drawlerp && ft2 == ft1 )
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 6.\n" );
}
continue;
}
if( !CalcWeight( lt, spot, &weight ))
continue;
interp = new interpolation_t;
interp->points.EnsureCount( 4 );
CalcInterpolation( lt, spot, interp );
localweights.AddToTail( weight );
localinterps.AddToTail( interp );
}
}
}
// combine into one interpolation
maininterp->isbiased = false;
maininterp->totalweight = 0;
maininterp->points.Purge();
for( i = 0; i < localinterps.Count(); i++ )
{
if( localinterps[i]->isbiased )
{
maininterp->isbiased = true;
}
for( j = 0; j < localinterps[i]->points.Count(); j++ )
{
weight = localinterps[i]->points[j].weight * localweights[i];
if( FBitSet( g_patches[localinterps[i]->points[j].patchnum].flags, PATCH_OUTSIDE ))
{
weight *= 0.01;
}
n = maininterp->points.AddToTail();
maininterp->points[n].patchnum = localinterps[i]->points[j].patchnum;
maininterp->points[n].weight = weight;
maininterp->totalweight += weight;
}
}
if( maininterp->totalweight > 0 )
{
ApplyInterpolation( maininterp, numstyles, styles, outs, outs_dir );
if( g_drawlerp )
{
for( j = 0; j < numstyles; j++ )
{
// white or yellow
outs[j][0] = 100;
outs[j][1] = 100;
outs[j][2] = (maininterp->isbiased ? 0 : 100);
}
}
}
else
{
// try again, don't multiply localweights[i] (which equals to 0)
maininterp->isbiased = false;
maininterp->totalweight = 0;
maininterp->points.Purge();
for( i = 0; i < localinterps.Count(); i++ )
{
if( localinterps[i]->isbiased )
{
maininterp->isbiased = true;
}
for( j = 0; j < localinterps[i]->points.Count(); j++ )
{
weight = localinterps[i]->points[j].weight;
if( FBitSet( g_patches[localinterps[i]->points[j].patchnum].flags, PATCH_OUTSIDE ))
{
weight *= 0.01;
}
n = maininterp->points.AddToTail();
maininterp->points[n].patchnum = localinterps[i]->points[j].patchnum;
maininterp->points[n].weight = weight;
maininterp->totalweight += weight;
}
}
if( maininterp->totalweight > 0 )
{
ApplyInterpolation( maininterp, numstyles, styles, outs, outs_dir );
if( g_drawlerp )
{
for( j = 0; j < numstyles; j++ )
{
// red
outs[j][0] = 100;
outs[j][1] = 0;
outs[j][2] = (maininterp->isbiased ? 0 : 100);
}
}
}
else
{
// worst case, simply use the nearest patch
best = NULL;
for( i = 0; i < ft1->localtriangulations.Count(); i++ )
{
lt = ft1->localtriangulations[i];
VectorCopy( position, v );
WindingSnapPoint( lt->winding, lt->plane.normal, v );
VectorSubtract( v, position, v );
dist = VectorLength( v );
if( best == NULL || dist < bestdist - ON_EPSILON )
{
best = lt;
bestdist = dist;
}
}
if( best )
{
lt = best;
VectorSubtract( position, lt->center, spot );
dot = DotProduct( spot, lt->normal );
VectorMA( spot, -dot, lt->normal, spot );
CalcInterpolation( lt, spot, maininterp );
maininterp->totalweight = 0;
for( j = 0; j < maininterp->points.Count(); j++ )
{
if( FBitSet( g_patches[maininterp->points[j].patchnum].flags, PATCH_OUTSIDE ))
{
maininterp->points[j].weight *= 0.01;
}
maininterp->totalweight += maininterp->points[j].weight;
}
ApplyInterpolation( maininterp, numstyles, styles, outs, outs_dir );
if( g_drawlerp )
{
for( j = 0; j < numstyles; j++ )
{
// green
outs[j][0] = 0;
outs[j][1] = 100;
outs[j][2] = (maininterp->isbiased ? 0 : 100);
}
}
}
else
{
maininterp->isbiased = true;
maininterp->totalweight = 0;
maininterp->points.Purge();
ApplyInterpolation( maininterp, numstyles, styles, outs, outs_dir );
if( g_drawlerp )
{
for( j = 0; j < numstyles; j++ )
{
// black
outs[j][0] = 0;
outs[j][1] = 0;
outs[j][2] = 0;
}
}
}
}
}
delete maininterp;
for( i = 0; i < localinterps.Count(); i++ )
delete localinterps[i];
}
static bool TestLineSegmentIntersectWall( const facetriangulation_t *facetrian, const vec3_t p1, const vec3_t p2 )
{
vec_t frac, top, bottom;
vec_t dot, dot1, dot2;
vec_t front, back;
const facetriangulation_t::Wall *wall;
for( int i = 0; i < facetrian->walls.Count(); i++ )
{
wall = &facetrian->walls[i];
bottom = DotProduct( wall->points[0], wall->direction );
top = DotProduct( wall->points[1], wall->direction );
front = DotProduct( p1, wall->normal ) - DotProduct( wall->points[0], wall->normal );
back = DotProduct( p2, wall->normal ) - DotProduct( wall->points[0], wall->normal );
if( front > ON_EPSILON && back > ON_EPSILON || front < -ON_EPSILON && back < -ON_EPSILON )
continue;
dot1 = DotProduct( p1, wall->direction );
dot2 = DotProduct( p2, wall->direction );
if( fabs( front ) <= 2 * ON_EPSILON && fabs( back ) <= 2 * ON_EPSILON )
{
top = Q_min( top, Q_max( dot1, dot2 ));
bottom = Q_max( bottom, Q_min( dot1, dot2 ));
}
else
{
frac = front / (front - back);
frac = bound( 0, frac, 1 );
dot = dot1 + frac * (dot2 - dot1);
top = Q_min( top, dot );
bottom = Q_max( bottom, dot );
}
if( top - bottom >= -ON_EPSILON )
return true;
}
return false;
}
static bool TestFarPatch( const localtrian_t *lt, const vec3_t p2, const winding_t *p2winding )
{
vec_t size1, size2;
vec_t dist;
vec3_t v;
int i;
for( i = 0, size1 = 0; i < lt->winding->numpoints; i++ )
{
VectorSubtract( lt->winding->p[i], lt->center, v );
dist = VectorLength( v );
if( dist > size1 )
size1 = dist;
}
for( i = 0, size2 = 0; i < p2winding->numpoints; i++ )
{
VectorSubtract( p2winding->p[i], p2, v );
dist = VectorLength( v );
if( dist > size2 )
size2 = dist;
}
VectorSubtract( p2, lt->center, v );
dist = VectorLength( v );
return dist > 1.4 * (size1 + size2);
}
// if one of the angles in a triangle exceeds this threshold, the most distant point will be removed or the triangle will break into convex-type wedge.
static void GatherPatches( localtrian_t *lt, const facetriangulation_t *facetrian )
{
int patchnum2;
int facenum2;
const patch_t *patch2;
CUtlArray<localtrian_t::Wedge> points;
CUtlArray<pair_t> angles;
localtrian_t::Wedge point;
vec_t angle;
const dplane_t *dp2;
vec3_t v;
int i;
points.Purge();
for( i = 0; i < lt->neighborfaces.Count(); i++ )
{
facenum2 = lt->neighborfaces[i];
dp2 = GetPlaneFromFace( facenum2 );
for( patch2 = g_face_patches[facenum2]; patch2 != NULL; patch2 = patch2->next )
{
patchnum2 = patch2 - g_patches;
point.leftpatchnum = patchnum2;
VectorMA( patch2->origin, -DEFAULT_HUNT_OFFSET, dp2->normal, v );
// Do permission tests using the original position of the patch
if( patchnum2 == lt->patchnum || PointInWindingEpsilon( lt->winding, lt->plane.normal, v ))
continue;
if( facenum2 != facetrian->facenum && TestLineSegmentIntersectWall( facetrian, lt->center, v ))
continue;
if( TestFarPatch( lt, v, patch2->winding ))
continue;
// Store the adapted position of the patch
if( !CalcAdaptedSpot( lt, v, facenum2, point.leftspot ))
continue;
if( GetDirection( point.leftspot, lt->normal, point.leftdirection ) <= 2 * ON_EPSILON )
continue;
points.AddToTail( point );
}
}
// Sort the patches into clockwise order
angles.SetCount( points.Count( ));
for( i = 0; i < points.Count(); i++ )
{
angle = GetAngle( points[0].leftdirection, points[i].leftdirection, lt->normal );
if( i == 0 )
{
if( g_drawlerp && fabs( angle ) > NORMAL_EPSILON )
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 7.\n" );
}
angle = 0.0;
}
angles[i].first = GetAngleDiff( angle, 0 );
angles[i].second = i;
}
angles.Sort( LessThan );
lt->sortedwedges.SetCount( points.Count( ));
for( i = 0; i < points.Count(); i++ )
{
lt->sortedwedges[i] = points[angles[i].second];
}
}
static void PurgePatches( localtrian_t *lt )
{
CUtlArray< localtrian_t::Wedge > points;
int i, cur;
CUtlArray< int > next;
CUtlArray< int > prev;
CUtlArray< int > valid;
CUtlArray< pair_t > dists;
vec_t angle;
vec3_t normal;
vec3_t v;
points.Swap( lt->sortedwedges );
lt->sortedwedges.Purge();
next.SetCount( points.Count( ));
prev.SetCount( points.Count( ));
valid.SetCount( points.Count( ));
dists.SetCount( points.Count( ));
for( i = 0; i < points.Count(); i++ )
{
next[i] = (i + 1) % points.Count();
prev[i] = (i - 1 + points.Count( )) % points.Count();
valid[i] = 1;
dists[i].first = DotProduct( points[i].leftspot, points[i].leftdirection );
dists[i].second = i;
}
dists.Sort( LessThan );
for( i = 0; i < points.Count(); i++ )
{
vec_t sangle, cangle;
cur = dists[i].second;
if( valid[cur] == 0 )
continue;
valid[cur] = 2; // mark current patch as final
SinCos( TRIANGLE_SHAPE_THRESHOLD, &sangle, &cangle );
CrossProduct( points[cur].leftdirection, lt->normal, normal );
VectorNormalize( normal );
VectorScale( normal, cangle, v );
VectorMA( v, sangle, points[cur].leftdirection, v );
while( next[cur] != cur && valid[next[cur]] != 2 )
{
angle = GetAngle( points[cur].leftdirection, points[next[cur]].leftdirection, lt->normal );
if( fabs( angle ) <= DEG2RAD( 1.0 ) || GetAngleDiff( angle, 0 ) <= M_PI + NORMAL_EPSILON
&& DotProduct( points[next[cur]].leftspot, v ) >= DotProduct( points[cur].leftspot, v ) - ON_EPSILON / 2 )
{
// remove next patch
valid[next[cur]] = 0;
next[cur] = next[next[cur]];
prev[next[cur]] = cur;
continue;
}
// the triangle is good
break;
}
CrossProduct( lt->normal, points[cur].leftdirection, normal );
VectorNormalize( normal );
VectorScale( normal, cangle, v );
VectorMA( v, sangle, points[cur].leftdirection, v );
while( prev[cur] != cur && valid[prev[cur]] != 2 )
{
angle = GetAngle( points[prev[cur]].leftdirection, points[cur].leftdirection, lt->normal );
if( fabs( angle ) <= DEG2RAD( 1.0 ) || GetAngleDiff( angle, 0 ) <= M_PI + NORMAL_EPSILON
&& DotProduct (points[prev[cur]].leftspot, v) >= DotProduct (points[cur].leftspot, v ) - ON_EPSILON / 2 )
{
// remove previous patch
valid[prev[cur]] = 0;
prev[cur] = prev[prev[cur]];
next[prev[cur]] = cur;
continue;
}
// the triangle is good
break;
}
}
for( i = 0; i < points.Count(); i++ )
{
if( valid[i] == 2 )
{
lt->sortedwedges.AddToTail( points[i] );
}
}
}
static void PlaceHullPoints( localtrian_t *lt )
{
int i, j, n;
vec_t dot, angle;
localtrian_t::HullPoint hp;
CUtlArray< localtrian_t::HullPoint > spots;
CUtlArray< pair_t > angles;
const localtrian_t::Wedge *w;
const localtrian_t::Wedge *wnext;
CUtlArray< localtrian_t::HullPoint > arc_spots;
CUtlArray< vec_t > arc_angles;
CUtlArray< int > next;
CUtlArray< int > prev;
vec_t frac;
vec_t len;
vec_t dist;
vec3_t v;
// spots.reserve( lt->winding->numpoints );
spots.Purge();
for( i = 0; i < lt->winding->numpoints; i++ )
{
VectorSubtract( lt->winding->p[i], lt->center, v );
dot = DotProduct( v, lt->normal );
VectorMA( v, -dot, lt->normal, hp.spot );
if( !GetDirection( hp.spot, lt->normal, hp.direction ))
continue;
spots.AddToTail( hp );
}
if( lt->sortedwedges.Count() == 0 )
{
angles.SetCount( spots.Count( ));
for( i = 0; i < spots.Count(); i++ )
{
angle = GetAngle( spots[0].direction, spots[i].direction, lt->normal );
if( i == 0 ) angle = 0.0;
angles[i].first = GetAngleDiff( angle, 0 );
angles[i].second = i;
}
angles.Sort( LessThan );
lt->sortedhullpoints.Purge();
for( i = 0; i < spots.Count(); i++ )
{
if( g_drawlerp && angles[i].second != i )
MsgDev( D_REPORT, "Debug: triangulation: internal error 8.\n");
lt->sortedhullpoints.AddToTail( spots[angles[i].second] );
}
return;
}
lt->sortedhullpoints.Purge();
for( i = 0; i < lt->sortedwedges.Count(); i++ )
{
w = &lt->sortedwedges[i];
wnext = &lt->sortedwedges[(i + 1) % lt->sortedwedges.Count()];
angles.SetCount( spots.Count( ));
for( j = 0; j < spots.Count(); j++ )
{
angle = GetAngle( w->leftdirection, spots[j].direction, lt->normal );
angles[j].first = GetAngleDiff( angle, 0 );
angles[j].second = j;
}
angles.Sort( LessThan );
angle = GetAngle( w->leftdirection, wnext->leftdirection, lt->normal );
if( lt->sortedwedges.Count() == 1 )
{
angle = M_PI2;
}
else
{
angle = GetAngleDiff( angle, 0 );
}
arc_spots.SetCount( spots.Count() + 2 );
arc_angles.SetCount( spots.Count() + 2 );
next.SetCount( spots.Count() + 2 );
prev.SetCount( spots.Count() + 2 );
VectorCopy( w->leftspot, arc_spots[0].spot );
VectorCopy( w->leftdirection, arc_spots[0].direction );
arc_angles[0] = 0;
next[0] = 1;
prev[0] = -1;
n = 1;
for( j = 0; j < spots.Count(); j++ )
{
if( NORMAL_EPSILON <= angles[j].first && angles[j].first <= angle - NORMAL_EPSILON )
{
arc_spots[n] = spots[angles[j].second];
arc_angles[n] = angles[j].first;
next[n] = n + 1;
prev[n] = n - 1;
n++;
}
}
VectorCopy( wnext->leftspot, arc_spots[n].spot );
VectorCopy( wnext->leftdirection, arc_spots[n].direction );
arc_angles[n] = angle;
next[n] = -1;
prev[n] = n - 1;
n++;
for( j = 1; next[j] != -1; j = next[j] )
{
while( prev[j] != -1 )
{
if( arc_angles[next[j]] - arc_angles[prev[j]] <= M_PI + NORMAL_EPSILON )
{
frac = GetFrac( arc_spots[prev[j]].spot, arc_spots[next[j]].spot, arc_spots[j].direction, lt->normal);
len = ( 1.0 - frac ) * DotProduct( arc_spots[prev[j]].spot, arc_spots[j].direction )
+ frac * DotProduct( arc_spots[next[j]].spot, arc_spots[j].direction );
dist = DotProduct( arc_spots[j].spot, arc_spots[j].direction );
if( dist <= len + NORMAL_EPSILON )
{
j = prev[j];
next[j] = next[next[j]];
prev[next[j]] = j;
continue;
}
}
break;
}
}
for( j = 0; next[j] != -1; j = next[j] )
{
lt->sortedhullpoints.AddToTail( arc_spots[j] );
}
}
}
static bool TryMakeSquare( localtrian_t *lt, int i )
{
localtrian_t::Wedge *w1;
localtrian_t::Wedge *w2;
localtrian_t::Wedge *w3;
vec3_t dir1;
vec3_t dir2;
vec_t angle;
vec3_t v;
w1 = &lt->sortedwedges[i];
w2 = &lt->sortedwedges[(i + 1) % lt->sortedwedges.Count()];
w3 = &lt->sortedwedges[(i + 2) % lt->sortedwedges.Count()];
// (o, p1, p2) and (o, p2, p3) must be triangles and not in a square
if( w1->shape != localtrian_t::Wedge::eTriangular || w2->shape != localtrian_t::Wedge::eTriangular )
return false;
// (o, p1, p3) must be a triangle
angle = GetAngle( w1->leftdirection, w3->leftdirection, lt->normal );
angle = GetAngleDiff( angle, 0 );
if( angle >= TRIANGLE_SHAPE_THRESHOLD )
return false;
// (p2, p1, p3) must be a triangle
VectorSubtract( w1->leftspot, w2->leftspot, v );
if( !GetDirection( v, lt->normal, dir1 ))
return false;
VectorSubtract( w3->leftspot, w2->leftspot, v );
if( !GetDirection( v, lt->normal, dir2 ))
return false;
angle = GetAngle( dir2, dir1, lt->normal );
angle = GetAngleDiff( angle, 0 );
if( angle >= TRIANGLE_SHAPE_THRESHOLD )
return false;
w1->shape = localtrian_t::Wedge::eSquareLeft;
VectorNegate( dir1, w1->wedgenormal );
w2->shape = localtrian_t::Wedge::eSquareRight;
VectorCopy( dir2, w2->wedgenormal );
return true;
}
static void FindSquares( localtrian_t *lt )
{
CUtlArray< pair_t > dists;
localtrian_t::Wedge *w;
int i;
if(lt->sortedwedges.Count() <= 2 )
return;
dists.SetCount( lt->sortedwedges.Count( ));
for( i = 0; i < lt->sortedwedges.Count(); i++ )
{
w = &lt->sortedwedges[i];
dists[i].first = DotProduct( w->leftspot, w->leftdirection );
dists[i].second = i;
}
dists.Sort( LessThan );
for( i = 0; i < lt->sortedwedges.Count(); i++ )
{
TryMakeSquare( lt, dists[i].second );
TryMakeSquare( lt, (dists[i].second - 2 + lt->sortedwedges.Count( )) % lt->sortedwedges.Count( ));
}
}
static localtrian_t *CreateLocalTriangulation( const facetriangulation_t *facetrian, int patchnum )
{
localtrian_t *lt;
const patch_t *patch;
int facenum;
localtrian_t::Wedge *w;
localtrian_t::Wedge *wnext;
vec_t angle;
vec_t total;
vec3_t normal;
vec_t dot;
vec3_t v;
facenum = facetrian->facenum;
patch = &g_patches[patchnum];
lt = new localtrian_t;
// Fill basic information for this local triangulation
lt->plane = *GetPlaneFromFace( facenum );
lt->plane.dist += DotProduct( g_face_offset[facenum], lt->plane.normal );
lt->winding = patch->winding;
VectorMA( patch->origin, -DEFAULT_HUNT_OFFSET, lt->plane.normal, lt->center );
dot = DotProduct (lt->center, lt->plane.normal) - lt->plane.dist;
VectorMA( lt->center, -dot, lt->plane.normal, lt->center );
if( !PointInWindingEpsilon( lt->winding, lt->plane.normal, lt->center, ON_EPSILON, DEFAULT_EDGE_WIDTH ))
{
WindingSnapPointEpsilon( lt->winding, lt->plane.normal, lt->center, DEFAULT_EDGE_WIDTH, 4 * DEFAULT_EDGE_WIDTH );
}
VectorCopy( lt->plane.normal, lt->normal );
lt->patchnum = patchnum;
lt->neighborfaces = facetrian->neighbors;
// Gather all patches from nearby faces
GatherPatches( lt, facetrian );
// Remove distant patches
PurgePatches( lt );
// Calculate wedge types
total = 0.0;
for( int i = 0; i < lt->sortedwedges.Count(); i++ )
{
w = &lt->sortedwedges[i];
wnext = &lt->sortedwedges[(i + 1) % lt->sortedwedges.Count()];
angle = GetAngle (w->leftdirection, wnext->leftdirection, lt->normal );
if( g_drawlerp && (lt->sortedwedges.Count() >= 2 && fabs( angle ) <= DEG2RAD( 0.9 )))
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 9.\n");
}
angle = GetAngleDiff( angle, 0 );
if(lt->sortedwedges.Count() == 1 )
{
angle = M_PI2;
}
total += angle;
if( angle <= M_PI + NORMAL_EPSILON )
{
if( angle < TRIANGLE_SHAPE_THRESHOLD )
{
w->shape = localtrian_t::Wedge::eTriangular;
VectorClear( w->wedgenormal );
}
else
{
w->shape = localtrian_t::Wedge::eConvex;
VectorSubtract( wnext->leftspot, w->leftspot, v );
GetDirection( v, lt->normal, w->wedgenormal );
}
}
else
{
w->shape = localtrian_t::Wedge::eConcave;
VectorAdd( wnext->leftdirection, w->leftdirection, v );
CrossProduct( lt->normal, v, normal );
VectorSubtract( wnext->leftdirection, w->leftdirection, v );
VectorAdd( normal, v, normal );
GetDirection( normal, lt->normal, w->wedgenormal );
if( g_drawlerp && VectorLength( w->wedgenormal ) == 0 )
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 10.\n");
}
}
}
if( g_drawlerp && (lt->sortedwedges.Count() > 0 && fabs( total - M_PI2 ) > 10 * NORMAL_EPSILON ))
{
MsgDev( D_REPORT, "Debug: triangulation: internal error 11.\n" );
}
FindSquares( lt );
// Calculate hull points
PlaceHullPoints( lt );
return lt;
}
static void FindNeighbors( facetriangulation_t *facetrian )
{
int i, j, e;
int facenum1;
int facenum2;
const dplane_t *dp1;
const dplane_t *dp2;
const edgeshare_t *es;
const dface_t *f1;
const dface_t *f2;
facenum1 = facetrian->facenum;
f1 = &g_dfaces[facenum1];
dp1 = GetPlaneFromFace( f1 );
facetrian->neighbors.Purge();
facetrian->neighbors.AddToTail( facenum1 );
for( i = 0; i < f1->numedges; i++ )
{
e = g_dsurfedges[f1->firstedge + i];
es = &g_edgeshare[abs( e )];
if( !es->smooth ) continue;
f2 = es->faces[e > 0 ? 1 : 0];
facenum2 = f2 - g_dfaces;
dp2 = GetPlaneFromFace( f2 );
if( DotProduct( dp1->normal, dp2->normal ) < -NORMAL_EPSILON )
continue;
for( j = 0; j < facetrian->neighbors.Count(); j++ )
{
if( facetrian->neighbors[j] == facenum2 )
break;
}
if( j == facetrian->neighbors.Count( ))
{
facetrian->neighbors.AddToTail( facenum2 );
}
}
}
static void BuildWalls( facetriangulation_t *facetrian )
{
int i, j, e;
int facenum;
int facenum2;
const dface_t *f;
const dface_t *f2;
const dplane_t *dp;
const dplane_t *dp2;
const edgeshare_t *es;
vec_t dot;
facenum = facetrian->facenum;
f = &g_dfaces[facenum];
dp = GetPlaneFromFace( f );
facetrian->walls.Purge();
for( i = 0; i < facetrian->neighbors.Count(); i++ )
{
facenum2 = facetrian->neighbors[i];
f2 = &g_dfaces[facenum2];
dp2 = GetPlaneFromFace( f2 );
if( DotProduct( dp->normal, dp2->normal ) <= 0.1 )
continue;
for( j = 0; j < f2->numedges; j++ )
{
e = g_dsurfedges[f2->firstedge + j];
es = &g_edgeshare[abs(e)];
if( !es->smooth )
{
facetriangulation_t::Wall wall;
VectorAdd( g_dvertexes[g_dedges[abs(e)].v[0]].point, g_face_offset[facenum], wall.points[0] );
VectorAdd( g_dvertexes[g_dedges[abs(e)].v[1]].point, g_face_offset[facenum], wall.points[1] );
VectorSubtract( wall.points[1], wall.points[0], wall.direction );
dot = DotProduct( wall.direction, dp->normal );
VectorMA( wall.direction, -dot, dp->normal, wall.direction );
if( VectorNormalize( wall.direction ))
{
CrossProduct( wall.direction, dp->normal, wall.normal );
VectorNormalize( wall.normal );
facetrian->walls.AddToTail( wall );
}
}
}
}
}
static void CollectUsedPatches( facetriangulation_t *facetrian )
{
int i, j, k;
int patchnum;
const localtrian_t *lt;
const localtrian_t::Wedge *w;
facetrian->usedpatches.Purge();
for( i = 0; i < facetrian->localtriangulations.Count(); i++ )
{
lt = facetrian->localtriangulations[i];
patchnum = lt->patchnum;
for( k = 0; k < facetrian->usedpatches.Count(); k++ )
{
if( facetrian->usedpatches[k] == patchnum )
break;
}
if( k == facetrian->usedpatches.Count( ))
facetrian->usedpatches.AddToTail( patchnum );
for( j = 0; j < lt->sortedwedges.Count(); j++ )
{
w = &lt->sortedwedges[j];
patchnum = w->leftpatchnum;
for( k = 0; k < facetrian->usedpatches.Count(); k++ )
{
if( facetrian->usedpatches[k] == patchnum )
break;
}
if( k == facetrian->usedpatches.Count( ))
facetrian->usedpatches.AddToTail( patchnum );
}
}
}
// =====================================================================================
// CreateTriangulations
// =====================================================================================
void CreateTriangulations( int facenum, int threadnum )
{
facetriangulation_t *facetrian;
int patchnum;
const patch_t *patch;
localtrian_t *lt;
g_facetriangulations[facenum] = new facetriangulation_t;
facetrian = g_facetriangulations[facenum];
facetrian->facenum = facenum;
// find neighbors
FindNeighbors( facetrian );
// Build walls
BuildWalls( facetrian );
// Create local triangulation around each patch
facetrian->localtriangulations.Purge();
for( patch = g_face_patches[facenum]; patch; patch = patch->next )
{
patchnum = patch - g_patches;
lt = CreateLocalTriangulation( facetrian, patchnum );
facetrian->localtriangulations.AddToTail( lt );
}
// Collect used patches
CollectUsedPatches( facetrian );
}
// =====================================================================================
// GetTriangulationPatches
// =====================================================================================
void GetTriangulationPatches( int facenum, int *numpatches, const int **patches )
{
const facetriangulation_t *facetrian;
if( g_numbounce <= 0 && !g_fastmode )
{
*numpatches = 0;
*patches = NULL;
}
else
{
facetrian = g_facetriangulations[facenum];
*numpatches = facetrian->usedpatches.Count();
*patches = facetrian->usedpatches.Base();
}
}
// =====================================================================================
// FreeTriangulations
// =====================================================================================
void FreeTriangulations( void )
{
facetriangulation_t *facetrian;
for( int i = 0; i < g_numfaces; i++ )
{
facetrian = g_facetriangulations[i];
for( int j = 0; j < facetrian->localtriangulations.Count(); j++ )
{
delete facetrian->localtriangulations[j];
}
g_facetriangulations[i] = NULL;
delete facetrian;
}
}