light: refactor some more stuff to GLM
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f018b7324d
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9246454bfc
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@ -40,7 +40,7 @@ int Face_VertexAtIndex(const bsp2_t *bsp, const bsp2_dface_t *f, int v)
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return bsp->dedges[edge].v[0];
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return bsp->dedges[edge].v[0];
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}
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}
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void
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static void
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Vertex_GetPos(const bsp2_t *bsp, int num, vec3_t out)
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Vertex_GetPos(const bsp2_t *bsp, int num, vec3_t out)
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{
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{
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Q_assert(num >= 0 && num < bsp->numvertexes);
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Q_assert(num >= 0 && num < bsp->numvertexes);
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@ -50,12 +50,6 @@ Vertex_GetPos(const bsp2_t *bsp, int num, vec3_t out)
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out[i] = v->point[i];
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out[i] = v->point[i];
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}
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}
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void Face_PointAtIndex(const bsp2_t *bsp, const bsp2_dface_t *f, int v, vec3_t out)
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{
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const int vertnum = Face_VertexAtIndex(bsp, f, v);
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Vertex_GetPos(bsp, vertnum, out);
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}
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void
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void
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Face_Normal(const bsp2_t *bsp, const bsp2_dface_t *f, vec3_t norm)
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Face_Normal(const bsp2_t *bsp, const bsp2_dface_t *f, vec3_t norm)
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{
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{
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@ -28,8 +28,6 @@
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int Face_GetNum(const bsp2_t *bsp, const bsp2_dface_t *f);
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int Face_GetNum(const bsp2_t *bsp, const bsp2_dface_t *f);
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int Face_VertexAtIndex(const bsp2_t *bsp, const bsp2_dface_t *f, int v);
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int Face_VertexAtIndex(const bsp2_t *bsp, const bsp2_dface_t *f, int v);
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void Vertex_GetPos(const bsp2_t *bsp, int num, vec3_t out);
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void Face_PointAtIndex(const bsp2_t *bsp, const bsp2_dface_t *f, int v, vec3_t out);
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void Face_Normal(const bsp2_t *bsp, const bsp2_dface_t *f, vec3_t norm);
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void Face_Normal(const bsp2_t *bsp, const bsp2_dface_t *f, vec3_t norm);
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plane_t Face_Plane(const bsp2_t *bsp, const bsp2_dface_t *f);
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plane_t Face_Plane(const bsp2_t *bsp, const bsp2_dface_t *f);
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const texinfo_t *Face_Texinfo(const bsp2_t *bsp, const bsp2_dface_t *face);
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const texinfo_t *Face_Texinfo(const bsp2_t *bsp, const bsp2_dface_t *face);
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@ -119,8 +119,7 @@ public:
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if (m_texsize[i] >= MAXDIMENSION) {
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if (m_texsize[i] >= MAXDIMENSION) {
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const plane_t plane = Face_Plane(bsp, face);
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const plane_t plane = Face_Plane(bsp, face);
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vec3_t point;
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const glm::vec3 point = Face_PointAtIndex_E(bsp, face, 0); // grab first vert
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Face_PointAtIndex(bsp, face, 0, point); // grab first vert
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const char *texname = Face_TextureName(bsp, face);
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const char *texname = Face_TextureName(bsp, face);
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Error("Bad surface extents:\n"
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Error("Bad surface extents:\n"
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@ -128,7 +127,7 @@ public:
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" texture %s at (%s)\n"
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" texture %s at (%s)\n"
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" surface normal (%s)\n",
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" surface normal (%s)\n",
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Face_GetNum(bsp, face), i ? "t" : "s", m_texsize[i], m_lightmapscale,
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Face_GetNum(bsp, face), i ? "t" : "s", m_texsize[i], m_lightmapscale,
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texname, VecStrf(point),
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texname, glm::to_string(point).c_str(),
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VecStrf(plane.normal));
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VecStrf(plane.normal));
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}
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}
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}
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}
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@ -270,12 +269,11 @@ face_tris_t Face_MakeTris(const bsp2_t *bsp, const bsp2_dface_t *f)
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{
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{
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v3 = Face_VertexAtIndex(bsp, f, j);
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v3 = Face_VertexAtIndex(bsp, f, j);
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vec3_t p1, p2, p3;
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const glm::vec3 p1 = Vertex_GetPos_E(bsp, v1);
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Vertex_GetPos(bsp, v1, p1);
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const glm::vec3 p2 = Vertex_GetPos_E(bsp, v2);
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Vertex_GetPos(bsp, v2, p2);
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const glm::vec3 p3 = Vertex_GetPos_E(bsp, v3);
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Vertex_GetPos(bsp, v3, p3);
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const float area = TriangleArea(p1, p2, p3);
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const float area = GLM_TriangleArea(p1, p2, p3);
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Q_assert(!isnan(area));
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Q_assert(!isnan(area));
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res.areas.push_back(area);
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res.areas.push_back(area);
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