ericw-tools/common/mesh.cc

429 lines
14 KiB
C++

/* Copyright (C) 2017 Eric Wasylishen
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
#include <common/bsputils.hh>
#include <common/cmdlib.hh>
#include <common/mesh.hh>
#include <common/octree.hh>
#include <common/mathlib.hh>
#include <iterator>
#include <set>
#include <map>
using namespace std;
// FIXME: Remove
std::vector<qvec3f> qvecsToGlm(std::vector<qvec3f> qvecs) {
std::vector<qvec3f> res;
for (const auto &qvec : qvecs) {
res.push_back(qvec3f(qvec[0], qvec[1], qvec[2]));
}
return res;
}
mesh_t buildMesh(const vector<vector<qvec3f>> &faces)
{
// FIXME: this is ugly
using pos_t = tuple<float, float, float>;
int nextVert = 0;
map<pos_t, int> posToVertIndex;
vector<qplane3f> faceplanes;
vector<vector<int>> facesWithIndices;
for (const auto &face : faces) {
vector<int> vertIndices;
// compute face plane
const auto glmvecs = qvecsToGlm(face);
qvec4f gp = GLM_PolyPlane(glmvecs);
qplane3f qp(qvec3f(gp[0], gp[1], gp[2]), gp[3]);
faceplanes.push_back(qp);
for (const auto &vert : face) {
float distOff = qp.distAbove(vert);
Q_assert(fabs(distOff) < 0.001);
const pos_t pos = make_tuple(vert[0], vert[1], vert[2]);
const auto it = posToVertIndex.find(pos);
if (it == posToVertIndex.end()) {
posToVertIndex[pos] = nextVert;
vertIndices.push_back(nextVert);
nextVert++;
} else {
int vertIndex = it->second;
vertIndices.push_back(vertIndex);
}
}
facesWithIndices.push_back(vertIndices);
}
// convert posToVertIndex to a vector
vector<qvec3f> vertsVec;
vertsVec.resize(posToVertIndex.size());
for (const auto &posIndex : posToVertIndex) {
const pos_t &pos = posIndex.first;
vertsVec.at(posIndex.second) = qvec3f(std::get<0>(pos), std::get<1>(pos), std::get<2>(pos));
}
mesh_t res;
res.verts = vertsVec;
res.faces = facesWithIndices;
res.faceplanes = faceplanes;
return res;
}
mesh_t buildMeshFromBSP(const bsp2_t *bsp)
{
mesh_t res;
for (int i=0; i<bsp->numvertexes; i++) {
const dvertex_t *vert = &bsp->dvertexes[i];
res.verts.push_back(qvec3f(vert->point[0],
vert->point[1],
vert->point[2]));
}
for (int i=0; i<bsp->numfaces; i++) {
const bsp2_dface_t *f = &bsp->dfaces[i];
// grab face verts
std::vector<vertnum_t> face;
for (int j=0; j<f->numedges; j++){
int vnum = Face_VertexAtIndex(bsp, f, j);
face.push_back(vnum);
}
res.faces.push_back(face);
// grab exact plane
const qplane3f plane = Face_Plane_E(bsp, f);
res.faceplanes.push_back(plane);
}
return res;
}
std::vector<std::vector<qvec3f>> meshToFaces(const mesh_t &mesh)
{
std::vector<std::vector<qvec3f>> res;
for (const auto &meshFace : mesh.faces) {
std::vector<qvec3f> points;
for (int vertIndex : meshFace) {
const qvec3f point = mesh.verts.at(vertIndex);
points.push_back(point);
}
res.push_back(points);
}
Q_assert(res.size() == mesh.faces.size());
return res;
}
aabb3f mesh_face_bbox(const mesh_t &mesh, facenum_t facenum)
{
const std::vector<int> &face = mesh.faces.at(facenum);
const qvec3f vert0 = mesh.verts.at(face.at(0));
aabb3f bbox(vert0, vert0);
for (int vert_i : face) {
const qvec3f vert = mesh.verts.at(vert_i);
bbox = bbox.expand(vert);
}
return bbox;
}
static octree_t<vertnum_t> build_vert_octree(const mesh_t &mesh)
{
std::vector<std::pair<aabb3f, vertnum_t>> vertBboxNumPairs;
for (int i=0; i<mesh.verts.size(); i++) {
const qvec3f vert = mesh.verts[i];
const aabb3f bbox(vert, vert);
vertBboxNumPairs.push_back(make_pair(bbox, i));
}
return makeOctree(vertBboxNumPairs);
}
qvec3f qToG(qvec3f in) {
return qvec3f(in[0], in[1], in[2]);
}
qvec3f gToQ(qvec3f in) {
return qvec3f(in[0], in[1], in[2]);
}
/**
* Possibly insert vert `vnum` on one of the edges of face `fnum`, if it happens
* to lie on one of the edges.
*/
void face_InsertVertIfNeeded(mesh_t &mesh, facenum_t fnum, vertnum_t vnum)
{
meshface_t &face = mesh.faces.at(fnum);
const qplane3f &faceplane = mesh.faceplanes.at(fnum);
const qvec3f potentialVertPos = mesh.verts.at(vnum);
const float distOff = faceplane.distAbove(potentialVertPos);
if (fabs(distOff) > TJUNC_DIST_EPSILON)
return; // not on the face plane
// N.B. we will modify the `face` std::vector within this loop
for (int i=0; i<face.size(); i++) {
const qvec3f v0 = mesh.verts.at(i);
const qvec3f v1 = mesh.verts.at((i+1)%face.size());
// does `potentialVertPos` lie on the line between `v0` and `v1`?
float distToLine = DistToLine(qToG(v0), qToG(v1), qToG(potentialVertPos));
if (distToLine > TJUNC_DIST_EPSILON)
continue;
// N.B.: not a distance
float fracOfLine = FractionOfLine(qToG(v0), qToG(v1), qToG(potentialVertPos));
if (fracOfLine < 0 || fracOfLine > 1)
continue;
// do it
auto it = face.begin();
std::advance(it, i + 1);
face.insert(it, vnum);
Q_assert(face.at(i + 1) == vnum);
return;
}
// didn't do it
return;
}
template<class T>
static set<T> vecToSet(const vector<T> &vec) {
set<T> res;
for (const auto &item : vec) {
res.insert(item);
}
return res;
}
void cleanupFace(mesh_t &mesh,
facenum_t i,
const octree_t<vertnum_t> &vertoctree) {
aabb3f facebbox = mesh_face_bbox(mesh, i);
facebbox = facebbox.grow(qvec3f(1,1,1));
const set<vertnum_t> face_vert_set = vecToSet(mesh.faces.at(i));
const vector<vertnum_t> nearbyverts = vertoctree.queryTouchingBBox(facebbox);
for (vertnum_t vnum : nearbyverts) {
// skip verts that are already on the face
if (face_vert_set.find(vnum) != face_vert_set.end()) {
continue;
}
// possibly add this vert
face_InsertVertIfNeeded(mesh, i, vnum);
}
}
void cleanupMesh(mesh_t &mesh)
{
const octree_t<vertnum_t> vertoctree = build_vert_octree(mesh);
for (int i=0; i<mesh.faces.size(); i++) {
cleanupFace(mesh, i, vertoctree);
}
}
// sample point positioning
class position_t {
public:
bool m_unoccluded;
const bsp2_dface_t *m_actualFace;
qvec3f m_position;
qvec3f m_interpolatedNormal;
position_t(qvec3f position)
: m_unoccluded(false),
m_actualFace(nullptr),
m_position(position),
m_interpolatedNormal(qvec3f(0,0,0)) {}
position_t(const bsp2_dface_t *actualFace,
qvec3f position,
qvec3f interpolatedNormal)
: m_unoccluded(true),
m_actualFace(actualFace),
m_position(position),
m_interpolatedNormal(interpolatedNormal) {};
};
static const float sampleOffPlaneDist = 1.0f;
// precondition: `point` is on the same plane as `face` and within the bounds.
static position_t
PositionSamplePointOnFace(const bsp2_t *bsp,
const bsp2_dface_t *face,
const bool phongShaded,
const qvec3f &point)
{
const auto &facecache = FaceCacheForFNum(Face_GetNum(bsp, face));
const auto &points = facecache.points();
const auto &normals = facecache.normals();
const auto &edgeplanes = facecache.edgePlanes();
const auto &plane = facecache.plane();
if (edgeplanes.empty()) {
// degenerate polygon
return position_t(point);
}
const float planedist = GLM_DistAbovePlane(plane, point);
Q_assert(fabs(planedist - sampleOffPlaneDist) <= POINT_EQUAL_EPSILON);
const float insideDist = GLM_EdgePlanes_PointInsideDist(edgeplanes, point);
if (insideDist < -POINT_EQUAL_EPSILON) {
// Non-convex polygon
return position_t(point);
}
const modelinfo_t *mi = ModelInfoForFace(bsp, Face_GetNum(bsp, face));
// Get the point normal
qvec3f pointNormal;
if (phongShaded) {
const auto interpNormal = GLM_InterpolateNormal(points, normals, point);
// We already know the point is in the face, so this should always succeed
if(!interpNormal.first)
return position_t(point);
pointNormal = interpNormal.second;
} else {
pointNormal = qvec3f(plane);
}
const bool inSolid = Light_PointInAnySolid(bsp, mi->model, point);
if (inSolid) {
// Check distance to border
const float distanceInside = GLM_EdgePlanes_PointInsideDist(edgeplanes, point);
if (distanceInside < 1.0f) {
// Point is too close to the border. Try nudging it inside.
const auto &shrunk = facecache.pointsShrunkBy1Unit();
if (!shrunk.empty()) {
const pair<int, qvec3f> closest = GLM_ClosestPointOnPolyBoundary(shrunk, point);
const qvec3f newPoint = closest.second + (qvec3f(plane) * sampleOffPlaneDist);
if (!Light_PointInAnySolid(bsp, mi->model, newPoint))
return position_t(face, newPoint, pointNormal);
}
}
return position_t(point);
}
return position_t(face, point, pointNormal);
}
static position_t positionSample_r(const mesh_t &mesh, facenum_t startingFace, const qvec3f &startingPos, int recursionDepth)
{
const auto &facecache = FaceCacheForFNum(Face_GetNum(bsp, face));
const qvec4f &surfplane = facecache.plane();
const auto &points = facecache.points();
const auto &edgeplanes = facecache.edgePlanes();
// project `point` onto the surface plane, then lift it off again
const qvec3f point = GLM_ProjectPointOntoPlane(surfplane, origPoint) + (qvec3f(surfplane) * sampleOffPlaneDist);
// check if in face..
if (GLM_EdgePlanes_PointInside(edgeplanes, point)) {
return PositionSamplePointOnFace(bsp, face, phongShaded, point);
}
// not in any triangle. among the edges this point is _behind_,
// search for the one that the point is least past the endpoints of the edge
{
int bestplane = -1;
float bestdist = FLT_MAX;
for (int i=0; i<face->numedges; i++) {
const qvec3f v0 = points.at(i);
const qvec3f v1 = points.at((i+1) % points.size());
const auto edgeplane = GLM_MakeInwardFacingEdgePlane(v0, v1, qvec3f(surfplane));
if (!edgeplane.first)
continue; // degenerate edge
float planedist = GLM_DistAbovePlane(edgeplane.second, point);
if (planedist < POINT_EQUAL_EPSILON) {
// behind this plane. check whether we're between the endpoints.
const qvec3f v0v1 = v1 - v0;
const float v0v1dist = qv::length(v0v1);
const float t = FractionOfLine(v0, v1, point); // t=0 for point=v0, t=1 for point=v1
float edgedist;
if (t < 0) edgedist = fabs(t) * v0v1dist;
else if (t > 1) edgedist = t * v0v1dist;
else edgedist = 0;
if (edgedist < bestdist) {
bestplane = i;
bestdist = edgedist;
}
}
}
if (bestplane != -1) {
// FIXME: Also need to handle non-smoothed but same plane
const bsp2_dface_t *smoothed = Face_EdgeIndexSmoothed(bsp, face, bestplane);
if (smoothed) {
// try recursive search
if (recursiondepth < 3) {
// call recursively to look up normal in the adjacent face
return CalcPointNormal(bsp, smoothed, point, phongShaded, face_lmscale, recursiondepth + 1);
}
}
}
}
// 2. Try snapping to poly
const pair<int, qvec3f> closest = GLM_ClosestPointOnPolyBoundary(points, point);
const float texSpaceDist = TexSpaceDist(bsp, face, closest.second, point);
if (texSpaceDist <= face_lmscale) {
// Snap it to the face edge. Add the 1 unit off plane.
const qvec3f snapped = closest.second + (qvec3f(surfplane) * sampleOffPlaneDist);
return PositionSamplePointOnFace(bsp, face, phongShaded, snapped);
}
// This point is too far from the polygon to be visible in game, so don't bother calculating lighting for it.
// Dont contribute to interpolating.
// We could safely colour it in pink for debugging.
return position_t(point);
}
sample_position_t positionSample(const mesh_t &mesh, facenum_t startingFace, const qvec3f &startingPos)
{
// call the recursive version
return positionSample_r(mesh, startingFace, startingPos, 0);
}