wip mesh code
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224b0c4d2e
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3068be1a74
174
common/mesh.cc
174
common/mesh.cc
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@ -252,3 +252,177 @@ void cleanupMesh(mesh_t &mesh)
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cleanupFace(mesh, i, vertoctree);
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}
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}
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// sample point positioning
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class position_t {
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public:
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bool m_unoccluded;
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const bsp2_dface_t *m_actualFace;
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qvec3f m_position;
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qvec3f m_interpolatedNormal;
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position_t(qvec3f position)
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: m_unoccluded(false),
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m_actualFace(nullptr),
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m_position(position),
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m_interpolatedNormal(qvec3f(0,0,0)) {}
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position_t(const bsp2_dface_t *actualFace,
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qvec3f position,
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qvec3f interpolatedNormal)
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: m_unoccluded(true),
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m_actualFace(actualFace),
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m_position(position),
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m_interpolatedNormal(interpolatedNormal) {};
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};
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static const float sampleOffPlaneDist = 1.0f;
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// precondition: `point` is on the same plane as `face` and within the bounds.
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static position_t
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PositionSamplePointOnFace(const bsp2_t *bsp,
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const bsp2_dface_t *face,
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const bool phongShaded,
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const qvec3f &point)
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{
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const auto &facecache = FaceCacheForFNum(Face_GetNum(bsp, face));
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const auto &points = facecache.points();
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const auto &normals = facecache.normals();
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const auto &edgeplanes = facecache.edgePlanes();
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const auto &plane = facecache.plane();
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if (edgeplanes.empty()) {
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// degenerate polygon
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return position_t(point);
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}
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const float planedist = GLM_DistAbovePlane(plane, point);
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Q_assert(fabs(planedist - sampleOffPlaneDist) <= POINT_EQUAL_EPSILON);
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const float insideDist = GLM_EdgePlanes_PointInsideDist(edgeplanes, point);
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if (insideDist < -POINT_EQUAL_EPSILON) {
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// Non-convex polygon
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return position_t(point);
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}
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const modelinfo_t *mi = ModelInfoForFace(bsp, Face_GetNum(bsp, face));
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// Get the point normal
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qvec3f pointNormal;
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if (phongShaded) {
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const auto interpNormal = GLM_InterpolateNormal(points, normals, point);
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// We already know the point is in the face, so this should always succeed
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if(!interpNormal.first)
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return position_t(point);
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pointNormal = interpNormal.second;
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} else {
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pointNormal = qvec3f(plane);
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}
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const bool inSolid = Light_PointInAnySolid(bsp, mi->model, point);
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if (inSolid) {
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// Check distance to border
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const float distanceInside = GLM_EdgePlanes_PointInsideDist(edgeplanes, point);
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if (distanceInside < 1.0f) {
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// Point is too close to the border. Try nudging it inside.
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const auto &shrunk = facecache.pointsShrunkBy1Unit();
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if (!shrunk.empty()) {
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const pair<int, qvec3f> closest = GLM_ClosestPointOnPolyBoundary(shrunk, point);
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const qvec3f newPoint = closest.second + (qvec3f(plane) * sampleOffPlaneDist);
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if (!Light_PointInAnySolid(bsp, mi->model, newPoint))
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return position_t(face, newPoint, pointNormal);
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}
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}
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return position_t(point);
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}
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return position_t(face, point, pointNormal);
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}
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static position_t positionSample_r(const mesh_t &mesh, facenum_t startingFace, const qvec3f &startingPos, int recursionDepth)
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{
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const auto &facecache = FaceCacheForFNum(Face_GetNum(bsp, face));
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const qvec4f &surfplane = facecache.plane();
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const auto &points = facecache.points();
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const auto &edgeplanes = facecache.edgePlanes();
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// project `point` onto the surface plane, then lift it off again
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const qvec3f point = GLM_ProjectPointOntoPlane(surfplane, origPoint) + (qvec3f(surfplane) * sampleOffPlaneDist);
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// check if in face..
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if (GLM_EdgePlanes_PointInside(edgeplanes, point)) {
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return PositionSamplePointOnFace(bsp, face, phongShaded, point);
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}
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// not in any triangle. among the edges this point is _behind_,
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// search for the one that the point is least past the endpoints of the edge
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{
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int bestplane = -1;
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float bestdist = FLT_MAX;
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for (int i=0; i<face->numedges; i++) {
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const qvec3f v0 = points.at(i);
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const qvec3f v1 = points.at((i+1) % points.size());
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const auto edgeplane = GLM_MakeInwardFacingEdgePlane(v0, v1, qvec3f(surfplane));
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if (!edgeplane.first)
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continue; // degenerate edge
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float planedist = GLM_DistAbovePlane(edgeplane.second, point);
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if (planedist < POINT_EQUAL_EPSILON) {
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// behind this plane. check whether we're between the endpoints.
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const qvec3f v0v1 = v1 - v0;
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const float v0v1dist = qv::length(v0v1);
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const float t = FractionOfLine(v0, v1, point); // t=0 for point=v0, t=1 for point=v1
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float edgedist;
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if (t < 0) edgedist = fabs(t) * v0v1dist;
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else if (t > 1) edgedist = t * v0v1dist;
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else edgedist = 0;
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if (edgedist < bestdist) {
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bestplane = i;
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bestdist = edgedist;
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}
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}
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}
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if (bestplane != -1) {
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// FIXME: Also need to handle non-smoothed but same plane
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const bsp2_dface_t *smoothed = Face_EdgeIndexSmoothed(bsp, face, bestplane);
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if (smoothed) {
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// try recursive search
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if (recursiondepth < 3) {
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// call recursively to look up normal in the adjacent face
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return CalcPointNormal(bsp, smoothed, point, phongShaded, face_lmscale, recursiondepth + 1);
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}
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}
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}
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}
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// 2. Try snapping to poly
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const pair<int, qvec3f> closest = GLM_ClosestPointOnPolyBoundary(points, point);
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const float texSpaceDist = TexSpaceDist(bsp, face, closest.second, point);
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if (texSpaceDist <= face_lmscale) {
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// Snap it to the face edge. Add the 1 unit off plane.
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const qvec3f snapped = closest.second + (qvec3f(surfplane) * sampleOffPlaneDist);
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return PositionSamplePointOnFace(bsp, face, phongShaded, snapped);
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}
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// This point is too far from the polygon to be visible in game, so don't bother calculating lighting for it.
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// Dont contribute to interpolating.
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// We could safely colour it in pink for debugging.
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return position_t(point);
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}
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sample_position_t positionSample(const mesh_t &mesh, facenum_t startingFace, const qvec3f &startingPos)
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{
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// call the recursive version
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return positionSample_r(mesh, startingFace, startingPos, 0);
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}
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@ -52,4 +52,28 @@ aabb3f mesh_face_bbox(const mesh_t &mesh, facenum_t facenum);
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// adds verts to fix t-juncs
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void cleanupMesh(mesh_t &mesh);
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class sample_position_t {
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public:
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bool m_occluded;
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facenum_t m_face;
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qvec3f m_position;
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qvec3f m_interpolatedNormal;
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sample_position_t(qvec3f position)
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: m_occluded(false),
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m_face(-1),
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m_position(position),
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m_interpolatedNormal(qvec3f(0,0,0)) {}
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sample_position_t(facenum_t actualFace,
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qvec3f position,
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qvec3f interpolatedNormal)
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: m_occluded(false),
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m_face(actualFace),
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m_position(position),
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m_interpolatedNormal(interpolatedNormal) {};
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};
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sample_position_t positionSample(const mesh_t &mesh, facenum_t startingFace, const qvec3f &startingPos);
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#endif /* __COMMON_MESH_HH__ */
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