ericw-tools/common/bsputils.cc

309 lines
8.3 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 <assert.h>
#include <glm/glm.hpp>
int Face_GetNum(const bsp2_t *bsp, const bsp2_dface_t *f)
{
return f - bsp->dfaces;
}
/* small helper that just retrieves the correct vertex from face->surfedge->edge lookups */
int Face_VertexAtIndex(const bsp2_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 bsp2_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_Normal(const bsp2_t *bsp, const bsp2_dface_t *f, vec3_t norm)
{
if (f->side)
VectorSubtract(vec3_origin, bsp->dplanes[f->planenum].normal, norm);
else
VectorCopy(bsp->dplanes[f->planenum].normal, norm);
}
plane_t
Face_Plane(const bsp2_t *bsp, const bsp2_dface_t *f)
{
const int vertnum = Face_VertexAtIndex(bsp, f, 0);
vec3_t vertpos;
Vertex_GetPos(bsp, vertnum, vertpos);
plane_t res;
Face_Normal(bsp, f, res.normal);
res.dist = DotProduct(vertpos, res.normal);
return res;
}
//FIXME: Any reason to prefer this implementation vs the above one?
#if 0
static void GetFaceNormal(const bsp2_t *bsp, const bsp2_dface_t *face, plane_t *plane)
{
const dplane_t *dplane = &bsp->dplanes[face->planenum];
if (face->side) {
VectorSubtract(vec3_origin, dplane->normal, plane->normal);
plane->dist = -dplane->dist;
} else {
VectorCopy(dplane->normal, plane->normal);
plane->dist = dplane->dist;
}
}
#endif
const texinfo_t *Face_Texinfo(const bsp2_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 bsp2_t *bsp, const bsp2_dface_t *face)
{
if (!bsp->texdatasize)
return nullptr;
const texinfo_t *texinfo = Face_Texinfo(bsp, face);
if (texinfo == nullptr)
return nullptr;
const int texnum = texinfo->miptex;
const dmiptexlump_t *miplump = bsp->dtexdata.header;
int offset = miplump->dataofs[texnum];
if (offset < 0)
return NULL; //sometimes the texture just wasn't written. including its name.
const miptex_t *miptex = (miptex_t*)(bsp->dtexdata.base + offset);
return miptex;
}
const char *
Face_TextureName(const bsp2_t *bsp, const bsp2_dface_t *face)
{
const miptex_t *miptex = Face_Miptex(bsp, face);
if (miptex)
return miptex->name;
else
return "";
}
bool Face_IsLightmapped(const bsp2_t *bsp, const bsp2_dface_t *face)
{
const texinfo_t *texinfo = Face_Texinfo(bsp, face);
if (texinfo == nullptr)
return false;
if (texinfo->flags & TEX_SPECIAL)
return false;
return true;
}
const float *GetSurfaceVertexPoint(const bsp2_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;
}
int
Face_Contents(const bsp2_t *bsp, const bsp2_dface_t *face)
{
const char *texname = Face_TextureName(bsp, face);
return TextureName_Contents(texname);
}
const dmodel_t *BSP_DModelForModelString(const bsp2_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: return DotProduct(point, plane->normal) - plane->dist;
}
}
static bool Light_PointInSolid_r(const bsp2_t *bsp, int nodenum, const vec3_t point )
{
if (nodenum < 0) {
bsp2_dleaf_t *leaf = bsp->dleafs + (-1 - nodenum);
return leaf->contents == CONTENTS_SOLID
|| leaf->contents == CONTENTS_SKY;
}
const bsp2_dnode_t *node = &bsp->dnodes[nodenum];
vec_t dist = Plane_Dist(point, &bsp->dplanes[node->planenum]);
if (dist > 0.1)
return Light_PointInSolid_r(bsp, node->children[0], point);
else if (dist < -0.1)
return Light_PointInSolid_r(bsp, node->children[1], point);
else {
// 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 model 0 of the given model
bool Light_PointInSolid(const bsp2_t *bsp, const dmodel_t *model, const vec3_t point)
{
return Light_PointInSolid_r(bsp, model->headnode[0], point);
}
bool Light_PointInWorld(const bsp2_t *bsp, const vec3_t point)
{
return Light_PointInSolid(bsp, &bsp->dmodels[0], point);
}
plane_t *
Face_AllocInwardFacingEdgePlanes(const bsp2_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 vec_t *v0 = GetSurfaceVertexPoint(bsp, face, i);
const vec_t *v1 = GetSurfaceVertexPoint(bsp, face, (i+1)%face->numedges);
vec3_t edgevec;
VectorSubtract(v1, v0, edgevec);
VectorNormalize(edgevec);
CrossProduct(edgevec, faceplane.normal, dest->normal);
dest->dist = DotProduct(dest->normal, v0);
}
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++) {
vec_t planedist = DotProduct(point, edgeplanes[i].normal) - edgeplanes[i].dist;
if (planedist < 0) {
return false;
}
}
return true;
}
// glm stuff
using namespace glm;
glm::vec4 Face_Plane_E(const bsp2_t *bsp, const bsp2_dface_t *f)
{
const vec3 p0 = Face_PointAtIndex_E(bsp, f, 0);
const vec3 norm = Face_Normal_E(bsp, f);
const vec4 plane(norm, dot(norm, p0));
return plane;
}
glm::vec3 Face_PointAtIndex_E(const bsp2_t *bsp, const bsp2_dface_t *f, int v)
{
return Vertex_GetPos_E(bsp, Face_VertexAtIndex(bsp, f, v));
}
glm::vec3 Vertex_GetPos_E(const bsp2_t *bsp, int num)
{
vec3_t temp;
Vertex_GetPos(bsp, num, temp);
return vec3_t_to_glm(temp);
}
glm::vec3 Face_Normal_E(const bsp2_t *bsp, const bsp2_dface_t *f)
{
vec3_t temp;
Face_Normal(bsp, f, temp);
return vec3_t_to_glm(temp);
}
std::vector<glm::vec3> GLM_FacePoints(const bsp2_t *bsp, const bsp2_dface_t *f)
{
std::vector<glm::vec3> points;
for (int j = 0; j < f->numedges; j++) {
points.push_back(Face_PointAtIndex_E(bsp, f, j));
}
return points;
}
glm::vec3 Face_Centroid(const bsp2_t *bsp, const bsp2_dface_t *face)
{
return GLM_PolyCentroid(GLM_FacePoints(bsp, face));
}