ericw-tools/common/bsputils.cc

481 lines
14 KiB
C++

/* Copyright (C) 1996-1997 Id Software, Inc.
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 <cstddef>
#include <common/qvec.hh>
const dmodel_t *BSP_GetWorldModel(const mbsp_t *bsp)
{
// We only support .bsp's that have a world model
if (bsp->nummodels < 1) {
Error("BSP has no models");
}
return &bsp->dmodels[0];
}
int Face_GetNum(const mbsp_t *bsp, const bsp2_dface_t *f)
{
Q_assert(f != nullptr);
const ptrdiff_t diff = f - bsp->dfaces;
Q_assert(diff >= 0 && diff < bsp->numfaces);
return static_cast<int>(diff);
}
const bsp2_dnode_t *BSP_GetNode(const mbsp_t *bsp, int nodenum)
{
Q_assert(nodenum >= 0 && nodenum < bsp->numnodes);
return &bsp->dnodes[nodenum];
}
const mleaf_t* BSP_GetLeaf(const mbsp_t *bsp, int leafnum)
{
if (leafnum < 0 || leafnum >= bsp->numleafs) {
Error("Corrupt BSP: leaf %d is out of bounds (bsp->numleafs = %d)", leafnum, bsp->numleafs);
}
return &bsp->dleafs[leafnum];
}
const mleaf_t* BSP_GetLeafFromNodeNum(const mbsp_t *bsp, int nodenum)
{
const int leafnum = (-1 - nodenum);
return BSP_GetLeaf(bsp, leafnum);
}
const dplane_t *BSP_GetPlane(const mbsp_t *bsp, int planenum)
{
Q_assert(planenum >= 0 && planenum < bsp->numplanes);
return &bsp->dplanes[planenum];
}
const bsp2_dface_t *BSP_GetFace(const mbsp_t *bsp, int fnum)
{
Q_assert(fnum >= 0 && fnum < bsp->numfaces);
return &bsp->dfaces[fnum];
}
const gtexinfo_t *BSP_GetTexinfo(const mbsp_t *bsp, int texinfo) {
if (texinfo < 0) {
return nullptr;
}
if (texinfo >= bsp->numtexinfo) {
return nullptr;
}
const gtexinfo_t *tex = &bsp->texinfo[texinfo];
return tex;
}
bsp2_dface_t *BSP_GetFace(mbsp_t *bsp, int fnum)
{
Q_assert(fnum >= 0 && fnum < bsp->numfaces);
return &bsp->dfaces[fnum];
}
/* small helper that just retrieves the correct vertex from face->surfedge->edge lookups */
int Face_VertexAtIndex(const mbsp_t *bsp, const bsp2_dface_t *f, int v)
{
Q_assert(v >= 0);
Q_assert(v < f->numedges);
int edge = f->firstedge + v;
edge = bsp->dsurfedges[edge];
if (edge < 0)
return bsp->dedges[-edge].v[1];
return bsp->dedges[edge].v[0];
}
static void
Vertex_GetPos(const mbsp_t *bsp, int num, vec3_t out)
{
Q_assert(num >= 0 && num < bsp->numvertexes);
const dvertex_t *v = &bsp->dvertexes[num];
for (int i=0; i<3; i++)
out[i] = v->point[i];
}
void Face_PointAtIndex(const mbsp_t *bsp, const bsp2_dface_t *f, int v, vec3_t point_out)
{
const int vertnum = Face_VertexAtIndex(bsp, f, v);
Vertex_GetPos(bsp, vertnum, point_out);
}
void
Face_Normal(const mbsp_t *bsp, const bsp2_dface_t *f, vec3_t norm)
{
plane_t pl = Face_Plane(bsp, f);
VectorCopy(pl.normal, norm);
}
plane_t
Face_Plane(const mbsp_t *bsp, const bsp2_dface_t *f)
{
Q_assert(f->planenum >= 0 && f->planenum < bsp->numplanes);
const dplane_t *dplane = &bsp->dplanes[f->planenum];
vec3_t planeNormal;
VectorCopy(dplane->normal, planeNormal); // convert from float->double if needed
plane_t result;
if (f->side) {
VectorSubtract(vec3_origin, planeNormal, result.normal);
result.dist = -dplane->dist;
} else {
VectorCopy(planeNormal, result.normal);
result.dist = dplane->dist;
}
return result;
}
const gtexinfo_t *Face_Texinfo(const mbsp_t *bsp, const bsp2_dface_t *face)
{
if (face->texinfo < 0 || face->texinfo >= bsp->numtexinfo)
return nullptr;
return &bsp->texinfo[face->texinfo];
}
const miptex_t *
Face_Miptex(const mbsp_t *bsp, const bsp2_dface_t *face)
{
if (!bsp->texdatasize)
return nullptr;
const gtexinfo_t *texinfo = Face_Texinfo(bsp, face);
if (texinfo == nullptr)
return nullptr;
const int texnum = texinfo->miptex;
const dmiptexlump_t *miplump = bsp->dtexdata;
const int offset = miplump->dataofs[texnum];
if (offset < 0)
return nullptr; //sometimes the texture just wasn't written. including its name.
const miptex_t *miptex = (const miptex_t*)((const uint8_t *)bsp->dtexdata + offset);
return miptex;
}
const char *
Face_TextureName(const mbsp_t *bsp, const bsp2_dface_t *face)
{
const auto *miptex = Face_Miptex(bsp, face);
return (miptex ? miptex->name : "");
}
bool Face_IsLightmapped(const mbsp_t *bsp, const bsp2_dface_t *face)
{
const gtexinfo_t *texinfo = Face_Texinfo(bsp, face);
if (texinfo == nullptr)
return false;
return bsp->loadversion->game->surf_is_lightmapped(texinfo->flags);
}
const float *GetSurfaceVertexPoint(const mbsp_t *bsp, const bsp2_dface_t *f, int v)
{
return bsp->dvertexes[Face_VertexAtIndex(bsp, f, v)].point;
}
int
TextureName_Contents(const char *texname)
{
if (!Q_strncasecmp(texname, "sky", 3))
return CONTENTS_SKY;
else if (!Q_strncasecmp(texname, "*lava", 5))
return CONTENTS_LAVA;
else if (!Q_strncasecmp(texname, "*slime", 6))
return CONTENTS_SLIME;
else if (texname[0] == '*')
return CONTENTS_WATER;
return CONTENTS_SOLID;
}
bool //mxd
ContentsOrSurfaceFlags_IsTranslucent(const mbsp_t *bsp, const int contents_or_surf_flags)
{
if (bsp->loadversion->game->id == GAME_QUAKE_II)
return (contents_or_surf_flags & Q2_SURF_TRANSLUCENT) && ((contents_or_surf_flags & Q2_SURF_TRANSLUCENT) != Q2_SURF_TRANSLUCENT); // Don't count KMQ2 fence flags combo as translucent
else
return contents_or_surf_flags == CONTENTS_WATER || contents_or_surf_flags == CONTENTS_LAVA || contents_or_surf_flags == CONTENTS_SLIME;
}
bool //mxd. Moved here from ltface.c (was Face_IsLiquid)
Face_IsTranslucent(const mbsp_t *bsp, const bsp2_dface_t *face)
{
return ContentsOrSurfaceFlags_IsTranslucent(bsp, Face_ContentsOrSurfaceFlags(bsp, face));
}
int //mxd. Returns CONTENTS_ value for Q1, Q2_SURF_ bitflags for Q2...
Face_ContentsOrSurfaceFlags(const mbsp_t *bsp, const bsp2_dface_t *face)
{
if (bsp->loadversion->game->id == GAME_QUAKE_II) {
const gtexinfo_t *info = Face_Texinfo(bsp, face);
return info->flags.native;
} else {
const char *texname = Face_TextureName(bsp, face);
return TextureName_Contents(texname);
}
}
const dmodel_t *BSP_DModelForModelString(const mbsp_t *bsp, const std::string &submodel_str)
{
int submodel = -1;
if (1 == sscanf(submodel_str.c_str(), "*%d", &submodel)) {
if (submodel < 0 || submodel >= bsp->nummodels) {
return nullptr;
}
return &bsp->dmodels[submodel];
}
return nullptr;
}
vec_t Plane_Dist(const vec3_t point, const dplane_t *plane)
{
switch (plane->type)
{
case PLANE_X: return point[0] - plane->dist;
case PLANE_Y: return point[1] - plane->dist;
case PLANE_Z: return point[2] - plane->dist;
default: {
vec3_t planeNormal;
VectorCopy(plane->normal, planeNormal); // convert from float->double if needed
return DotProduct(point, planeNormal) - plane->dist;
}
}
}
static bool Light_PointInSolid_r(const mbsp_t *bsp, const int nodenum, const vec3_t point)
{
if (nodenum < 0) {
const mleaf_t *leaf = BSP_GetLeafFromNodeNum(bsp, nodenum);
//mxd
if (bsp->loadversion->game->id == GAME_QUAKE_II) {
return leaf->contents & Q2_CONTENTS_SOLID;
}
return (leaf->contents == CONTENTS_SOLID || leaf->contents == CONTENTS_SKY);
}
const bsp2_dnode_t *node = &bsp->dnodes[nodenum];
const vec_t dist = Plane_Dist(point, &bsp->dplanes[node->planenum]);
if (dist > 0.1)
return Light_PointInSolid_r(bsp, node->children[0], point);
if (dist < -0.1)
return Light_PointInSolid_r(bsp, node->children[1], point);
// too close to the plane, check both sides
return Light_PointInSolid_r(bsp, node->children[0], point)
|| Light_PointInSolid_r(bsp, node->children[1], point);
}
// Tests hull 0 of the given model
bool Light_PointInSolid(const mbsp_t *bsp, const dmodel_t *model, const vec3_t point)
{
// fast bounds check
for (int i = 0; i < 3; ++i) {
if (point[i] < model->mins[i])
return false;
if (point[i] > model->maxs[i])
return false;
}
return Light_PointInSolid_r(bsp, model->headnode[0], point);
}
bool Light_PointInWorld(const mbsp_t *bsp, const vec3_t point)
{
return Light_PointInSolid(bsp, &bsp->dmodels[0], point);
}
static const bsp2_dface_t *BSP_FindFaceAtPoint_r(const mbsp_t *bsp, const int nodenum, const vec3_t point, const vec3_t wantedNormal)
{
if (nodenum < 0) {
// we're only interested in nodes, since faces are owned by nodes.
return nullptr;
}
const bsp2_dnode_t *node = &bsp->dnodes[nodenum];
const vec_t dist = Plane_Dist(point, &bsp->dplanes[node->planenum]);
if (dist > 0.1)
return BSP_FindFaceAtPoint_r(bsp, node->children[0], point, wantedNormal);
if (dist < -0.1)
return BSP_FindFaceAtPoint_r(bsp, node->children[1], point, wantedNormal);
// Point is close to this node plane. Check all faces on the plane.
for (int i=0; i<node->numfaces; i++) {
const bsp2_dface_t *face = BSP_GetFace(bsp, node->firstface + i);
// First check if it's facing the right way
vec3_t faceNormal;
Face_Normal(bsp, face, faceNormal);
if (DotProduct(faceNormal, wantedNormal) < 0) {
// Opposite, so not the right face.
continue;
}
// Next test if it's within the boundaries of the face
plane_t *edgeplanes = Face_AllocInwardFacingEdgePlanes(bsp, face);
const bool insideFace = EdgePlanes_PointInside(face, edgeplanes, point);
free(edgeplanes);
// Found a match?
if (insideFace) {
return face;
}
}
// No match found on this plane. Check both sides of the tree.
const bsp2_dface_t *side0Match = BSP_FindFaceAtPoint_r(bsp, node->children[0], point, wantedNormal);
if (side0Match != nullptr) {
return side0Match;
} else {
return BSP_FindFaceAtPoint_r(bsp, node->children[1], point, wantedNormal);
}
}
const bsp2_dface_t * BSP_FindFaceAtPoint(const mbsp_t *bsp, const dmodel_t *model, const vec3_t point, const vec3_t wantedNormal)
{
return BSP_FindFaceAtPoint_r(bsp, model->headnode[0], point, wantedNormal);
}
const bsp2_dface_t * BSP_FindFaceAtPoint_InWorld(const mbsp_t *bsp, const vec3_t point, const vec3_t wantedNormal)
{
return BSP_FindFaceAtPoint(bsp, &bsp->dmodels[0], point, wantedNormal);
}
plane_t *
Face_AllocInwardFacingEdgePlanes(const mbsp_t *bsp, const bsp2_dface_t *face)
{
plane_t *out = (plane_t *)calloc(face->numedges, sizeof(plane_t));
const plane_t faceplane = Face_Plane(bsp, face);
for (int i=0; i<face->numedges; i++)
{
plane_t *dest = &out[i];
const float *v0 = GetSurfaceVertexPoint(bsp, face, i);
const float *v1 = GetSurfaceVertexPoint(bsp, face, (i+1)%face->numedges);
vec3_t v0_vec3t;
vec3_t v1_vec3t;
VectorCopy(v0, v0_vec3t);
VectorCopy(v1, v1_vec3t); // convert float->double
vec3_t edgevec;
VectorSubtract(v1_vec3t, v0_vec3t, edgevec);
VectorNormalize(edgevec);
CrossProduct(edgevec, faceplane.normal, dest->normal);
dest->dist = DotProduct(dest->normal, v0_vec3t);
}
return out;
}
bool
EdgePlanes_PointInside(const bsp2_dface_t *face, const plane_t *edgeplanes, const vec3_t point)
{
for (int i=0; i<face->numedges; i++) {
const vec_t planedist = DotProduct(point, edgeplanes[i].normal) - edgeplanes[i].dist;
if (planedist < 0) {
return false;
}
}
return true;
}
// glm stuff
qplane3f Face_Plane_E(const mbsp_t *bsp, const bsp2_dface_t *f)
{
const plane_t pl = Face_Plane(bsp, f);
return qplane3f(qvec3f(pl.normal[0], pl.normal[1], pl.normal[2]), pl.dist);
}
qvec3f Face_PointAtIndex_E(const mbsp_t *bsp, const bsp2_dface_t *f, int v)
{
return Vertex_GetPos_E(bsp, Face_VertexAtIndex(bsp, f, v));
}
qvec3f Vertex_GetPos_E(const mbsp_t *bsp, int num)
{
vec3_t temp;
Vertex_GetPos(bsp, num, temp);
return vec3_t_to_glm(temp);
}
qvec3f Face_Normal_E(const mbsp_t *bsp, const bsp2_dface_t *f)
{
vec3_t temp;
Face_Normal(bsp, f, temp);
return vec3_t_to_glm(temp);
}
std::vector<qvec3f> GLM_FacePoints(const mbsp_t *bsp, const bsp2_dface_t *face)
{
std::vector<qvec3f> points;
points.reserve(face->numedges); //mxd. https://clang.llvm.org/extra/clang-tidy/checks/performance-inefficient-vector-operation.html
for (int j = 0; j < face->numedges; j++) {
points.push_back(Face_PointAtIndex_E(bsp, face, j));
}
return points;
}
qvec3f Face_Centroid(const mbsp_t *bsp, const bsp2_dface_t *face)
{
// FIXME: GLM_PolyCentroid has a assertion that there are >= 3 points
return GLM_PolyCentroid(GLM_FacePoints(bsp, face));
}
void Face_DebugPrint(const mbsp_t *bsp, const bsp2_dface_t *face)
{
const gtexinfo_t *tex = &bsp->texinfo[face->texinfo];
const char *texname = Face_TextureName(bsp, face);
logprint("face %d, texture '%s', %d edges...\n"
" vectors (%3.3f, %3.3f, %3.3f) (%3.3f)\n"
" (%3.3f, %3.3f, %3.3f) (%3.3f)\n",
(int)(face - bsp->dfaces), texname, face->numedges,
tex->vecs[0][0], tex->vecs[0][1], tex->vecs[0][2], tex->vecs[0][3],
tex->vecs[1][0], tex->vecs[1][1], tex->vecs[1][2], tex->vecs[1][3]);
for (int i = 0; i < face->numedges; i++) {
int edge = bsp->dsurfedges[face->firstedge + i];
int vert = Face_VertexAtIndex(bsp, face, i);
const float *point = GetSurfaceVertexPoint(bsp, face, i);
logprint("%s %3d (%3.3f, %3.3f, %3.3f) :: edge %d\n",
i ? " " : " verts ", vert,
point[0], point[1], point[2],
edge);
}
}